Blueprints > C++ for some things


Author: Alejandro Morales


This week was a fun one, I had to finish the enemy health and combat system for this week's build. Until now, all of my work has been using c++ classes to create the tasks used for the enemy ai behavior tree so I hadn't touched blueprints yet.  Doing this for tasks was great, but blueprints worked better for things like the health system and animations. There wasn't much of a problem, most of my time was spent trying to figure out animations for the enemy and doing some research on what nodes worked best for what I wanted to accomplish. There weren't any real important fixes that needed to be done to the enemy but there was some quality of life changes done to the enemy.

One of the funny bugs that occurred while using blueprints was that when there was a group of enemies and you killed one the rest would just stop what they were doing and you had to hit them to snap them back to reality. All that was happening was that I was destroying the actors component instead of disabling the collision when the enemy died. I'm still having the problem where the enemy is sensing each other but now I have an idea of how I can fix it since I found out that I can create an AI tag and check if it's a player or not. I was able to complete most of my tasks for the week and next time I should be able to have custom enemies with their own assets and animations. Blueprints are fun to work with but C++ is still the way to go if you want to be as efficient as possible.

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