Work Log 9/3/2025

Removed a weird phantom reference to the combat status component from the Melee component.

Removed all the references to the equipment component from the melee component.

Created a new interface event for UpdateMovementSpeed previously this was handled inside the movement status component, it still technically is for now but its activated through the npc via the interface event now instead of a hard ref.

Removed all the references to the Movement Status component from the melee component

Removed all the refs to the UBPP library in the base object

Optimized the tri count of the SKM_Manny Tester hand that was referenced inside the base object

Further reduced the Base object down to 33.8mb

Fixed the bug of the health bar widget never updating.. kind of, its the same damn bug we've had for a but with things not being flagged as rendered by the engine.

Removed all of the old combat testers from the BP_AI_Parent.

Created a new Interface "BTGS_NPC_HUD_Interface" so we can update NPC hud values without direct casting.

Fixed a bug where a recovered arrow would never despawn.

Fixed a Null reference bug in the new blocking code

Changed the name of the AttemptHeal_OnInterface event to AttemptToHealViaItem_OnInterface for better clarity. Also fixed a bug in it that was causing a null ref on a destroy actor command because we were using a ref to the spawned potion, but if the npc didn't have any potions that value would always be invalid, we now check first to see if the array of potions is valid.

Renamed the AI Task T_AttemptHeal to T_AttemptHealViaItem for better clarity.

Moved the CalculateLuckChance function from the BP_AI_Parent to theStats component

Replaced all references of the old CalculateLuckChance function inside the NPCs to the new stats CalculateLuckChance

Added a new calculation to the decorator in the AI tree called D_Should_Attempt_To_Heal, we now have a random check based on the npc intelligence and luck instead of just a random bool.

Added a new check to the task T_AttemptToHealViaItem. We now check the NPCs luck and Alchemy skill level to determine if they can attempt to heal via a potion.

Added a new check to the task T_GetHealingSpell. We now check the NPCs luck and Restoration skill level to determine if they can attempt to heal via a spell.

Fixed several bugs in the Task T_GetHealingSpell where the task would never end.

Fixed a bug in the function library where spells weren't properly found in the data table.

We have two events called SendMagicSpell one in the magic component and one inside the bp_ability parent so i renamed the one inside the magic component to SendMagicSpellInMagicComp

Started Tracking down why the npcs sometimes cant heal, gonna have to tackle this tomorrow.

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Work Log 9/4/2025

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Work Log 9/2/2025