Nick Pruehs
Nick Pruehs
No, I mean - in contrast to "below ground" :)
That's correct! I believe, for A Year Of Rain we added checks for collision with the terrain (or any arbitrary collision channel) for this.
Hey @coolyoshi , I think we've seen the same for A Year Of Rain, and that issue is related to the behavior trees being restarted every time you issue an...
Hey @coolyoshi Thanks for the nice words :) It was a lot of work, and yes, in the end, it looks like both navigation and savegames were the most prominent...
Unfortunately, that code is proprietary to Daedalic Entertainment, and I doubt they'll open-source it (at least for now).
On hold until ready to test with an actual, larger project.
Yes, definitely. With A Year Of Rain, we found that attack-move is an incredibly complex order (more than meets the yet). Most notably, decisions like when to return from an...
Have you taken a quick look at my talk from Unreal Fest Europe? https://www.youtube.com/watch?v=VusAHXoHF3Y Still not sure about actually recommending ReplicationGraph; but everything else we learned about our first steps...
Thanks for the nice words :) The comments below the video itself were "okayish" at best. Welcome to the internet!
Hey @RM6SS62 , unfortunately, the plugin doesn't provide a great means for this yet... In A Year Of Rain, we tied dealing damage to "anim notifiers" in the animations, but...