Created dynamic change of the sprites inside Enemy Base, it takes Enumeration of Enemy Class and applies specific Integer value to it. For example if first Enemy Class is NPC Base it will make it integer 0, and if Rabbit is 9th, it will make it integer 8, using this logic I can now apply different animations and stats simultaneously without moving my finger if i would like to add new Enemy Class (I jsut need to call for enemy class and it will return the Integer). Using this logic its all about setting up everything based on the Integer Value. And Enemy Class is applied to the Enemy Base Child inside its properties (no need for Blueprint, but can implement), which uses Enemy Base logic and rules. Now I just have to set up Centralized Animation logic. So if Enemy is not moving it will set its animation to Idle. And if its class integer is equal 8 it will play Rabbit Idle Animation and so on. All i need to do is to set up Animation Logic and thats it, it will automatically understand what animation (and for what class) to play, without having multiple Blueprints and connections. If I want to summon a rabbit during the game, all i have to say that the BP Enemy which is being spawned has to have class of Rabbit and it will not play animations of other classes ever only if Enemy Class is set to something else.
After adding walls I've implemented new dithering effect for all my meshes that will become invisible(Masked,dithered) if are infront of camera
Tried to implement Cull process volume
-
#devlog #gamedevelopment #unrealengine #ue5 #platformer #platformergames #games #gamedevelopment #pixelart #gameengine #gaming #devlog #update #gamedeveloper #2dgame #ue5gamedev #ue5game #roblox #devlog #unrealengine #update