Melee weapons implementation
02/16/24
Author: Parker Boyer
This weeks sprint did not want to agree with anything I did for melee weapons when it came down to enabling the collision box in order for the weapon to deal damage. As well as for 2-3 days i struggled with trying to make it work in the player blueprint of the parent class which is a bad habit i have with trying to get any Weapon functioning in one class or script which has caused me to loose potential progress.
For the first problem I ran into being the collision problem after about an hour of debugging i was able to find that the problem is i was completely forgetting to bind the box to allow the Set Collision Enable function to well actual turn collision on or off based on how long the swing rate is
As for my second problem which ended up just being my thought process causing the issues in the end i ultimately had to take a day to stop working and clear my mind. When I came back to it i tried looking at it a different way so instead of making it in one blueprint to allow it to be easier and even little less work for the future like how the guns are. To fix this I decided to look into the player blueprint and realized how simple implementing the melee weapons can be but its just more tedious which i tend to subconsciously avoiding which i need to work on


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