New Site Setup!
Decided to finally start putting my work logs on a dedicated blog instead of just a windows notepad. Spent a couple hours setting up this new website.
Moved some of the booleans for the execution flow that helps us determine if an async load for the spells was still in progress in an attempt to fix some issues related to first time loads of VFX on spells.
Fixed a bug where some spells would never charge successfully due to an async loading issue… noticing a pattern here.
Removed a delay that was causing magic effects to sometimes not destroy on impact, we previously needed a delay due to the nature of the original design of the system. We no longer need that due to the redesign months ago but that delay was never removed.
Added a new event to the BP_Ability_Parent called PreloadMagicEEffectVFX this solves the issue spell impact effects sometimes not spawning fast enough, there is still an async load inside the actual magic effect just in case they still dont load in time.
Took an hour to track down a weird issue were sometimes the NPC would never get out of their spell charge state, turns out we had a few animations that werent updated in the spells data table. Not sure what happened there but some of them had 17 animations and some of them had 20.
With the help of Jackie I fixed a weird offset issue with our shock hit effect that was causing the hit effect to spawn in the wrong location. We also made the effect larger to better match some of the other effects.
Watched the NPC fire spells at the player for a good 20 minutes without any significant failures, SICK!
Loaded up the NPC with all the damage X projectile spells and watched them fire at the player for like 30 minutes. Everything is mostly fine, the only real issue is sometimes heavier VFX files still dont load in time. So clearly we need to load them earlier in the chain or something, need a better way to cache them still.