Challenges of Debugging Animation Blueprints
As a game striving for Souls-like combat, charged attacks are an essential part of Just a Simple Farming Game. The bug I encountered was of my own doing. While setting up for charged attacks I allowed myself to become distracted by another staple of Souls-like games, rooting the player in place while attacking. While I successfully had the player become rooted, I did not set the animation busy bool to false and I paused the back up timer that had been automatically setting the bool to false as well. Due to the functionality surrounding this bool and timer, failing to set them up cause the charge attack animations to consistently fail to execute properly.
I was able to solve this issue by placing numerous print to screen nodes at each step in the system. By analyzing the firing sequence of the the charged attack animation chain I was able to deduce that the charged attack system itself was not the problem. It was then I finally realized what I had done and quickly added in the necessary logic to set up the rooted timer and bool correctly.
Just A Simple Farming Game
Status | In development |
Authors | Golden Goblins, SeotatopDehsam, MOOster_MOO, WendigoCrypt, zoleda_davila, SenorCarlito, thackattack42 |
Genre | Simulation |
Tags | Action-Adventure, Farming, Third Person |
More posts
- Sneak Peek: Farm CutsceneMar 19, 2024
- Fine-tuning Enemy AIMar 01, 2024
- Major Perforce IssuesMar 01, 2024
- Animations Failing To PlayMar 01, 2024
- Getting Random Location In a NavMeshFeb 29, 2024
- Issues with Testing Spawn PointsFeb 29, 2024
- Double Use of Seed ItemsFeb 25, 2024
- NavMesh not updatingFeb 24, 2024
- Issues with Player LocationFeb 23, 2024
- Foundations of Enemies and AnimationsFeb 17, 2024
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