Unreal Engine Optimization & Game Development Consulting.
Everything is an engineering problem!
my latest work log blog posts.
Check out My Projects Or Follow me on Socials
Contact Me
Interested in consulting services for optimization or design? Have questions about my projects? Fill out this form and I’ll get back to you as soon as possible.
Added in a check to make sure that channel spells cant activate if the player is too far away.
The individual spell types (Channel, Rune, Ground, Sky, Self, Projectile) all seem to be working so I finally tied all the code in to allow the NPCs to switch between all types of spells available to them including some random variation with weighted bools. Might want to eventually make this tied to skill level or something.
Wrote a nice new function that can determine and fill out if we have certain kinds of spells like rune or ground spells as a sort of early out for when we are determining what type of spell to cast.