Blueprint branching error
EDIT2: Question has changed to being about collisions rather than blueprint. I will post a new question about it.
ive been using the blueprint visual scripting guide from packt so i have an error where im using cast to first person projectile and then connecting to branch. if the condition is false it reduces the enemy health by one using an int-int node. if true it plays a sound emitts a particle and destroys the actor. problem is that the branch is always true even though the health is set so the condition must be false first.
EDIT: Not sure but i may have figured it out. some help still needed. So originally the setting on the enemy collision component was pawn. This meant the bullets were ignored so i changed it to BlockAllDynamic.This worked. the bullets were working BUT if i edit the blueprint a little the enemy sometimes strafes the bullets, meaning they are like all the other objects. i think it may be that the enemy is actually bumping into the bullet more than once. Can someone help me with fixing this. I am using the FPS blueprint template usign the standard projectile. Thanks
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