Please take a look at this video and tell me what’s wrong and why my AI is jumping when my character attacks. There are times when my AI jumps very high and this has occurred when my character is near or when I do jumps or attacks on the AI. The AI does this weird jump thing even before or after I added the Jump_Hit (Box collision).
@ClockworkOcean could you take a look at this when you can and thanks
Sorry, I have no idea
@Mind-Brain @3dRaven could take a look this video and find out what’s causing this weird glitch ?
Hey again @GeekManGames! My first thought would be collision created when you swing your weapon being a blocking volume vs the enemy, and the enemy being movable gets pushed in the direction of least resistance ie up and away?
That’s my best guess.
I feel like I have tried everything but I still haven’t figure it why my AI is jumping weird. If I don’t figure it out before my final exam project submission all my enemies will be jumping and most likely attacking my character
We really need feedback if you truly need assistance. We can’t help you if you don’t tell us what you’re trying and what is happening. We are working with far less information, we only have what you give us- we have a video but we have no context. Pictures, pictures, pictures!
10% of coding is writing, 90% of it is having a good bugfixing approach. Work, test, work, test.
We can’t help steer when you’re not showing us the movement of the car! Get us some more info!
@Mind-Brain here’s the video where you can look through Master, Plyer and AI blueprints and let me know if you need anything else and thank you.
Okay, now we’re getting too MUCH information We don’t need to know your widget setup. But this is definitely a collision issue and you still didn’t show your collision settings and you have a LOT of colliders on that character! As I said up in my first post, you need to go into your characters and make sure that the only things allowed to collide (block) are things you WANT to collide (block). That includes but is not limited to:
- Collision volumes (like capsule collider)
- Skeletal meshes (this one is important and is often overlooked, but skeletal collisions against each other can be WOOOOONKY)
- Static meshes
- Anything ATTACHED to the characters (like your turkey leg and shield) and their collision volumes and static/skeletal meshes.
Because what is happening is almost CERTAINLY the product of collider volumes correcting in the direction of least resistance. At least that’s my first guess and I’ve been doing this early-dev process over and over for a loooong time . Just go try it, and let us know the results.
And don’t be afraid to ask for clarification! Like “Where would I find such a thing?”
We’re all at different points in our journey!
@Mind-Brain where can I find collision setting that you need to see and I will send you here immediately.
As an example:
What you see here is the default SKELETAL MESH collision preset. It uses the “Pawn” preset.
You need to look at ALL of your things mentioned above and look at their presets. All your meshes and all of your collisions. You can change it from a preset to Custom (which you’ll likely HAVE to do somewhere).
Object Type is what the thing IS. It’s how everything else reacts to this thing.
The matrix below says what it does vs things of the listed type.
If the things don’t match in their collision response, they default to the leftmost one.
In other words, Ignore>Overlap>Block. If one is block and the other is Overlap, it does Overlap.
Only one has to be ignore to use ignore, but BOTH have to be Block in order to truly Block (Hit).
But the problem is definitely that something on your character that’s moving BLOCKS pawn and has a type that is blocked BY pawn. This is causing a clash and the enemy AI loses out on the momentum fight, getting pushed away. Does that make sense? I’d bet on one of your invisible boxes there.
@Mind-Brain here’s the video
I definitely see an issue.
I’m not going to say specifically WHAT it is, but this is WHERE it is. I also can’t say this will solve that problem, but there is certainly something attached to the player character that isn’t like the others and has a different collision preset that is likely causing the issue.
I’ve helped narrow it down, try to figure it out from here! Change something, test it, then if that doesn’t work, change it back and try something else. But 99% of the work is done! You’re close!
Edit: At least, that’s the assumption. Can’t ever truly trust a bugfix. lol
@Mind-Brain thank you for taking your time and looking into this, I will keep testing out and will update the post when I find the solution and tag you so you can see it. Have a good weekend.