Portobelly Production Journal #38

13/03/2019

Today I wanted to try and fix one of the major issues with the game. This issue was with the absorb/suction ability when physics is applied to the skeletal meshes of the enemies. This bug permanently disables the enemies makes the enemies complete inactive which is a huge issue as it ruins the immersion of the game and makes combat far too simple.

Fig 1 - First attempt at trying to fix the issue

Fig 2 - Blueprint for the first attempt

When physics is applied to a skeletal mesh, the skeletal mesh is detached from capsule component. To allow the enemy mesh to reattach to capsule component | had to disable the physics simulation on the mesh and attach the mesh component back to the capsule component. I also had to reset the location of the mesh so that it was on the ground and reset the rotation so that it was in the correct orientation. This method had some clear issues for example the mesh would still fly across the screen before snapping back to the capsule component.

Fig 3 - Launching the capsule component when ejecting the absorbed character

The next thing I tried was launching the enemies capsule component when the enemy is ejected. This method look more believable but it still didn’t look right. I feel I may have to take a different approach to the absorb and eject system so that it doesn’t use physics as it is difficult to create consistent results and the effect is unpredictable when using skeletal meshes.

Fig 4 - Particle effect added to the BFF projectile on impact

Fig 5 - BFF projectile particle system activation blueprint

To improve the feel of the BFFs projectiles I decided to add an explosion particle effect when the projectiles make impact with the other objects. When the projectile hits a surface, the projectile will activate the particle effect and the projectile will be destroyed. The next step will be adding a collision sphere to the explosion so that it does damage to the player or enemies.

 

Figures List

  1. Rees, O (2019). First attempt at trying to fix the issue. [offline]. [Accessed 14/03/2019].

  2. Rees, O (2019). Blueprint for the first attempt. [offline]. [Accessed 14/03/2019].

  3. Rees, O (2019). Launching the capsule component when ejecting the absorbed character. [offline]. [Accessed 14/03/2019].

  4. Rees, O (2019). Particle effect added to the BFF projectile on impact. [offline]. [Accessed 14/03/2019].

  5. Rees, O (2019). BFF projectile particle system activation blueprint. [offline]. [Accessed 14/03/2019].