Created a new anim notify for playing footstep sounds because the built in unreal one inexplicably doesn’t support sound attenuation.

Fixed Sound effects on the goblin, passing the rest of the creatures off to Megan to finish.

Added code to the Player quest updated event to check if we are tracking the quest if not we shouldnt show the quest update VFX

Created New color variables to allow us to update the color of the notification VFX for different reasons like quest failed, succeeded, started, updated, Skill up, Level Up Ready etc

Bound events to Quest Failed and Quest Started, and branch completed.

Updated the notification vfx to turn off scale color

Fixed the non attenuated death sounds from creatures

Fixed the non attenuated parry sounds from NPCs not really an issue if you are up close, but if you see two npcs fighting far away the sounds would play as if you were right next to them.

Fixed the bug where the ghost, undead knight, goblin not updating their EnemyKilledTask when killed by the player

Created the default player class SkillClass_PlayerDefault.

Set the new default player class to stop the errors from the Stats system setup, will need to replace when character creation is functionable.

Fixed missing metasound for hitting armor when the hit is a fail

Fixed Null ref to owning character ref in the base object

Added an is valid check to the player character when updating the wrist UI as it was throwing an error.

Got new animations for the greater golems and retargeted them, passing them off to Megan for implementation.

Fixed a missing audio file for failed hits for the goblin club

Added another collision primitive to the goblin club to help stop its endless rolling.

Fixed a bug in our Semi procedural music system that was causing it to only ever play 1 track

Created a new concurrency asset for the music manager

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