Turns out the stuff I did yesterday works great unless the NPC has a shield, so its a bit of back to the drawing board for that system.

Previously we were sequentially calling the draw events for the main and off hand weapon with just minor variable changes this was kind of dumb in retrospect, I’ve created a new event inside the Combat status component to allow us to just pass the proper weapon variables.

I’ve created a new interface event inside the BTGS Interface called SetWeaponDrawnStatus_OnInterface, it makes more sense and should simplify the code and solve some bugs to store the Actual drawn state of the weapon inside of it instead of inside the combat status component.

We already had an interface event for GetWeaponDrawnStatus_OnInterface, but were never using it so taht’s been fixed as well.

Pretty large rewrite of the combat systems conditions stretching from AI tasks to animation blueprint changes to base object changes. The System now works with shields and main hand weapons again and is much more consistent. Still some issues with switching into weapons that are already used on a slot for instance if an axe is holstered on the NPCs hip and they try to spawn a short sword it will spawn on top of the axe, should be bale to fix that soon though.

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Weapon Switching Fully working!!