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Xodius Studios Blog #7 Arrows to Inventory Integration, Action Menu, Inventory and Pause Menu Button Updates, Victory and Death Screen UI Updates, Shop Finished

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  Xodius Studios Blog #7  Arrows to Inventory Integration, Action Menu, Inventory and Pause Menu Button Updates, Victory and Death Screen UI Updates, Shop Finished Author: Kanitha Charoenpanich Published: 04/13/2023 20:46 The Problem:        The issue for this week is that I was unable to fix a widget binding issue on the action menu. The action menu is almost done but this issue is causing it to not create on click. The arrows had not been decrementing correctly. The arrows did not update correctly on the counter or the inventory menu. I added hover and pressed sounds on the inventory and pause menu buttons. I also added colors to these buttons to show the player which button they are on. I also updated the victory and death screens for this build. The shop is also complete now. The shop works with the inventory correctly now, each item pops up in the correct inventory tab. Victory Screen UI - Photo 1 Death Screen UI - Photo 2 Action Menu - Photo 3 Problem...

Designing the Levels in "Forgotten Memories"

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 Name: Jared Barker Date: April 12, 2023 Time: 9:25 PM EST Designing the Levels in "Forgotten Memories" The Problem: The problem with the level designing for the rest of the levels testing it. So what happened was that I was trying to add the character into the level after I made the bounds for lighting and nav-mesh. I tried to test it and it crashes the program. On the crash log, it said that it has an "ACESS VIOLATION" to my player. This can bring progress to a halt because not only will it be difficult to test the level, but it'll be extremely difficult to fix if not dealt with. The Solution: After testing the code and doing some deductions for the player character, I manage to figure out why it was doing that. So in the player's details, it has an auto possess. If the player chooses player 0 in that option and gets rid of the player start, the level plays perfectly. I got rid of the player start because when the player starts and the auto possesses it bo...

Xodius Studios Blog #6 Shop to Inventory Integration, Hotkey Consumable Slots

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  Xodius Studios Blog #6  Shop to Inventory Integration, Hotkey Consumable Slots Author: Kanitha Charoenpanich Published: 04/07/2023 20:10 The Problem:        The shop has not been working correctly. The shop does not add to the inventory after buying an item. The issue with the shop is that the blueprints are not working with the inventory system. I worked with Mike and Jared who knows blueprints to help with understanding Jared's shop system. There are no issues with the hotkey slots at the moment. I got the inspiration for the hotkey UI from Witcher 3, shown in Photo 2. Hotkey UI in the HUD - Photo 1 HUD Inspiration - Photo 2 Problem Solution:     For the shop, I have found many issues. One solution I got was Add to Inventory function blueprint callable. Add to Inventory - Photo 3 The next solution I had was to add the function to the blueprint and I had to check if it was getting the correct item data. Add to Inventory Blueprint - Photo 4 Anot...

AI Adventures #7 - Animation BUG FIX - AI Enemies "Forgotten Memories" - By Michael Marquez

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 We found in testing that there were some pretty significant issues with the death animations, it was all due to a function call not completing correctly. This caused the animation to halt and sometimes cause a double death and then it would freeze.  The solution although not elegant works, I'll be creating a loop and array to handle which AI data is being accessed to make this a bit faster and more efficient. 

Xodius Studios Blog Post #6 - Widgets and Animation?! - By Justin Palmer

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      Xodius Studios Blog #6 Widgets and Animation?! Author:Justin Palmer Published: 04/07/2023 20:30 The Problem:      The main problem this week was getting the chest to work correctly.  I knew I wanted the chest to open and then close, and while open have the item inside gradually enlarge from inside.  The animation was quick and easy as the asset came with an animation for opening and closing, and just needed to be timed correctly via the interaction from the player.  The hard part was figuring out how to get a texture to display on the screen and move around! I though of adding an empty actor, but that didn't allow for just an image/texture to be displayed, as it is made for blueprints and static meshes.  Without an image of the item in the chest the player would never know what they received, without doing a full search through the inventory, or a 'boring' popup.  I knew some flair was needed, and I set out to find a way to m...

Crank Puzzle to Plate Puzzle in "Forgotten Memories"

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 Name: Jared Barker Date: April 5th, 2023 9:43 PM EST Crank Puzzle to Plate Puzzle in "Forgotten Memories" The Problem: The problem with the crank puzzle is trying to get the player to push the lever and rotate the crank by 180 degrees. I originally thought that it would rotate by setting the physics to true whenever the player collides with the pole. Next, it'll check to see if the rotation is correct. If it's at the correct rotation, then the puzzle will be solved and the door/gate would open. The problem with that is that when the player pushes the lever, it pushes the entire actor and tilts it till it falls down. This can be a problem because not only will it make the difficult to check if the puzzle can be solved or not, but it'll be extremely difficult to see if the crank will rotate without the locks for the x, y, or z location. I tried making a second one where it has a physic constraint connecting the two mesh, but it didn't move at all when trying to...

Xodius Studios Blog Post #5 - Bow Mesh Skeleton Creation

      Xodius Studios Blog #5 Bow Mesh Skeleton Creation Author:Justin Palmer Published: 03/24/2023 18:30 The Problem:      The main problem this week was getting the bow and arrow system to work in the game using our asset pack. We have 3 bows and 3 arrows we can switch in and out of use.  The main issue was none of the bows have a skeleton.  Therefore animating the bow and arrow to make it be 'drawn back' to fire, was not easily achieved.   This made it very hard to get the animation to work in Unreal and the arrow had no socket to attach to on the bow, so the arrow could be attached to the bow, but it's position couldn't change.  This made the game not very believable for the player and the arrow refused to 'detach from actor' correctly, without a socket on the bow. Problem Solution:    Most tutorials said Unreal can create the skeleton for you on import, but this only made a single 'bone' like the picture above.  T...