Clashing systems





Dev: Jacob Zhu

This week we tried to implement randomization within the levels. To explain, each of our buildings in the game come bundled with enemy AI spawns that are designed to trigger when the player walks near them. To add some replay value to the game, we wanted to randomize the positions of the buildings to allow for a fresh experience each time.

The problem is, Unreal has certain requirements for detecting child components within an actor's children. This causes the existing class of spawn points to be unuseable for being called as a child component, since they are inherently actors. The other method, which is to detect overlapping actors within the actor itself, will not work due to the player proximity detection requiring data references of the spawn points to exist on Begin Play, which would mean the data is unavailable before that happens, since Overlap happens after Begin Play.

Future work could be done to refactor the sequence of data calls or to turn the spawn points into a child actor component class.

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