With again, an AnimNotify set inside the respective animation I had chosen to use for the projectile attack, I again referenced it through from the animation blueprint into the NPC character blueprint.
The reference is made through to a Custom Event which fires a variety of nodes which set the direction in which the rock is hurled (directly toward the player) and toggles the visibility of the rock, as by default the projectile is visible within the NPC setup.
The projectile itself is set to disappear on impact once thrown, leaving behind an explosion and after full damage setup functionality, a portion of health removed from the player's health bar. taking the projectile further, I may set the damage to not be cast provided the player has their shield raised, this is however, further work and as it stands I am happy with the projectile causing damage as standard.
Below is a screen grab taken from a portion of the blueprint used to implement the projectile, the damage, the explosion and the destruction of the actor;

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