Work Log 8/23/2025
Fixed a bug in the drop sound event and metasound that as causing the sound to only ever spawn at the initial spawn location.
Fixed a bug where the fail hit sound would never reset
Fixed a bug where the npc would try to play the blocking animations even if their weapon wasn't drawn
Fixed a bug where the SpawnAndPlayFailedHitSound wouldn't trigger a noise event
Added a noise event to when the player hits an enemy that isn't yet aware of them, Theoretically we would just give the impact point for the noise location but that didnt seem to work so we are gonna give some radius around where the player is for the npc to look what hit them, in testing worked pretty consistently and felt natural enough.
Fixed bow and arrow damage calculation, was previously only using bow value for damage oddly enough you would figure it would only be using the arrow damage if anything, but nope Nathan programmed that wrong, all good though simple mistake.
Removed the line trace we were doing to determine arrow damage in the arrow component seemed pointless seeing as we are now using actual hit events for everything.
Fixed the Bug of the arrow trails staying around forever if you hit a close enemy
Fixed the bug of the arrows spinning forever if you hit a close enemy
Massively cleaned up Arrow Code
Fixed the math and code for sticking arrows into objects physically, previously the arrows just kinda sat near the surface where they hit now they stick into the object they hit properly and even have a bit of randomization for how far they will stick in, might want to later make that randomness based on arrow velocity somehow, but works well enough for now, looks great!
Arrows are properly activating their hit particle effect when hitting not character targets