Magic bug Fixes!
Curated the creatures we will use for the Pre Alpha Release.
Added the Summon Hellhound spell to the data table.
Added the Summon Ghost spell to the data table.
Updated the Interface event update weight with a new variable for total weight.
Added a new interface event for GetCurrentInventoryWeight_OnInterface
Implemented the GetCurrentInventoryWeight_OnInterface on the player character and the BP AI Parent
Implemented the Event Update Weight_OnInterface event on the BP AI Parent and the Player Character
Fixed the implementation of the Feather magic effect it wasnt working properly and relied on hard references.
Fixed the implementation of the Burden magic effect it wasnt working properly and relied on hard references.
Cleaned up the code in the summon creature code.
Fixed a bug in the Hellhound anim graph that caused them to stop animating
Fixed a bug where Summoned creatures would sometimes treat their summoner as an enemy if they killed all other valid targets.
Fixed a bug where dead AI Characters were still evaluating targets.
Fixed a bug where AI controllers were not being destroyed for dead characters.
Fixed a bug in how summons were destroyed, they were basically waiting double the time they should have to despawn.
Fixed a bug where Summoned creatures sometimes wouldn’t play their being destroyed VFX.
Fixed a bug where summoned weapons wouldn’t play their being destroyed VFX.
Fixed a bug in the VFX placement of Summoned creatures.
Fixed a bug where Ground spells couldnt be cast from the hand unless its was moving as fast as a projectile
Fixed a bug where channel spells would use the wrong path to end their execution.
Removed the old code for casting channel spells from wands, wands now cast projectile spells only.
Fixed some bugs related to the old execution for channel spells related to how we applied damage due to the removal of wands from their execution.
Fixed a bug where player hand cast ground spells would never destroy the hand VFX.
Fixed a bug where player cast hand spells would not activate their VFX.
Updated the Placement radii for all of the rune spells the system changed since they were originally set.
Fixed a bug where player cast rune spells would not activate their placement VFX
Added a validated get for the magic component to the rune casting begin charge, it was causing an error when casting from the player.
Fixed misnamed shock rune and frost fall spell
Implemented spell charge sounds for the rest of the spell types previously they only worked for projectiles.
Added a validated get for the magic component to the self spell casting trigger magic spell event, it was causing an error when casting from the player.
Implemented a bunch of sound effects for the spells for the pre alpha.