Today contained a little bit of work for me today, despite the holidays. First off was a charge shot; by setting the projectile's construction script with an input parameter for initial speed, I could grow the initial velocity over time. As for the gravity well and time dilation, timing differed for each one. For the gravity well, the class could be timed and destroyed (called by way of the blueprint), but for some odd reason, the test object that the gravity well was attached to still had the component despite the destroyed actor. Thankfully enough, the blueprint could still detect a destroyed actor within a child actor component, but this illuminates the tricky issue with blueprint and C++ communication. Heck, the blueprint interface is even quite limited, as for the dilation slow down and deactivation, the function has to be reimplemented for EVERY subclass object. Blarghle.
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