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7/3/2025, 1:35:21 AM
7/1/2025, 7:38:49 AM
Had more updates last time but in order so far
>main update: quests are now conducted via event dispatchers rather than timer loops for less processing waste.
>updated last quest mechanic for equipment quests that overlap or are completed prior to appearing
>removed all weapons and created new child components using new meshes.
>weapons no longer collude unless at very extreme camera angles.
>testing particle effects generated via level, montage, and actor.
>remeshing metal plume knight armor set, going through all armor and inspecting correct seams and overlaps.
>implementing more rich text, changing cuisines and font.
>next efforts
>npc dialogue system evolving from widget to actor component
>continue to enhance quest component to use all equipment components and specify item reference in addition to type and if equipped or not.
>enhance stat component to include level and experience
>update ai system completely with a new syste.
>remove all non usable meshes and all placehsystem.
>fix weight paint on enemies with weird stretching.
>update and lock bones in specific animation blueprints for enemies with odd bone deforms.
Lots to do
>main update: quests are now conducted via event dispatchers rather than timer loops for less processing waste.
>updated last quest mechanic for equipment quests that overlap or are completed prior to appearing
>removed all weapons and created new child components using new meshes.
>weapons no longer collude unless at very extreme camera angles.
>testing particle effects generated via level, montage, and actor.
>remeshing metal plume knight armor set, going through all armor and inspecting correct seams and overlaps.
>implementing more rich text, changing cuisines and font.
>next efforts
>npc dialogue system evolving from widget to actor component
>continue to enhance quest component to use all equipment components and specify item reference in addition to type and if equipped or not.
>enhance stat component to include level and experience
>update ai system completely with a new syste.
>remove all non usable meshes and all placehsystem.
>fix weight paint on enemies with weird stretching.
>update and lock bones in specific animation blueprints for enemies with odd bone deforms.
Lots to do
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