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, JGBrokenPixel, CJMireles |
Genre | Fighting, Action, Role Playing |
Tags | Action RPG, Singleplayer, Unreal Engine |
More posts
- Time is NOT an Ally3 days ago
- Fixing Assets3 days ago
- Taming the Dash | Thomas Claiborne | 02/27/20253 days ago
- Implementing Settings | Jeylon Guidi | 02/26/20254 days ago
- Hit Detection Challenges | Thomas Claiborne | 02/21/20259 days ago
- The Journey Continues... (Part 1)9 days ago
- UI Widget Construction | Jeylon Guidi | 02/20/202510 days ago
- The Journey for Assets16 days ago
- Turning the Enemy Around (Literally)16 days ago
Leave a comment
Log in with itch.io to leave a comment.