Wednesday, 28 November 2018

Unreal: Bug Fixes

Crosshair alignment


The crosshair alignment was very off-target. I discovered how to access the crosshair in the FirstPersonHUD, and managed to figure out which figures represent the X and Y positioning of the crosshair. 



By implementing two float - float nodes after the conversion from integer to float, I was able to adjust the positioning of the crosshair on the X and Y axes accordingly to match up with the ironsight.



The crosshair positioning has improved massively and is relevant to the positioning of the gun. Before, it was almost guessing where the bullet is firing because it was extremely off target, now it is possible to aim and fire in the right direction.



The aiming / crossfire still requires work, and the solution is only part of the fix. The crosshair does not move perfectly with the gun and is not strictly accurate. Currently aiming down is the most significant problem. Part of the problem may be more to do with the camera and player positioning, which I did not think about the effects they may have whilst changing them. For the time being, it is at least in the correct direction.

Removing damage volume after AI is dead


When destroying the zombie (AI) there are child objects that are not being destroyed with it. One child is the damage volume, responsible for dealing damage to the player and the other is the Audio Cue responsible for making zombie noises.

I was unable to destroy the child actors, even though I attempted to add a Sequence node to apply an additional DestroyActor node linked to the child actor (Damage Volume) of the AI. I tried various methods to destroy or disable the child actors and I am unable to figure it out, and there seems to be a lack of support relating this issue online - all the suggestions have failed. I am aware the audio is an Audio Component, and may not be able to be destroyed by the DestroyActor node. I have tried using the DestroyComponent instead, which has not worked either.

This is very problematic because the damage volume still exists, and when the player walks over the exact position where the zombie died, they will still receive damage. Whilst it may not be an issue to begin with, the more zombies that are killed, especially if they enter the building, will be damage spots surrounding the player and cause an unfair death. The audio will also send false feedback to the player since audio is a key element in games for detecting movement.

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