The Stutter Bug
I have been dealing with the stuttering of movement with the AI for a week now. I wanted to make the enemy run to the player, but at a certain distance, start walking when approaching the attack range of the player. With this in mind, I wanted to have the enemies feel more life-like instead of having them run up to attack with no discern or regards for themselves. After that was implemented, the stutter bug started to appear.
I solved the bug that caused the enemy to stutter in movement when the player circle-strafed the enemy, but that caused another bug to make the enemy stutter when going towards the player in a straight line. I had set up this basic "lerp" code within the AI Controller's Tick function to go off when a flag would turn on/off and if the enemy's max walking speed was not at a certain value. Looking back, I may have set the Acceleration value too high (the rate at which the speed increases/decreases). I should also look into the movement component class files to see if changing the max walking speed affects it in anyway.
Get Ascension Zero
Ascension Zero
An Action RPG where you train and fight to become the strongest!
Status | In development |
Authors | BrokenPixelStudios, Thomas Claiborne III, JGBrokenPixel, CJMireles |
Genre | Fighting, Action, Role Playing |
Tags | Action RPG, Singleplayer, Unreal Engine |
More posts
- Time is NOT an AllyFeb 28, 2025
- Fixing AssetsFeb 28, 2025
- Taming the Dash | Thomas Claiborne | 02/27/2025Feb 28, 2025
- Implementing Settings | Jeylon Guidi | 02/26/2025Feb 27, 2025
- Hit Detection Challenges | Thomas Claiborne | 02/21/2025Feb 22, 2025
- The Journey Continues... (Part 1)Feb 22, 2025
- UI Widget Construction | Jeylon Guidi | 02/20/2025Feb 21, 2025
- The Journey for AssetsFeb 15, 2025
- Turning the Enemy Around (Literally)Feb 15, 2025
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