@gamestart You’re very welcome, and thank you so much for your kind feedback 😊 I really appreciate it. We’ll definitely work on improving and expanding the documentation further.
@hosna I was dumb before xD because I still thought like i'm in my old project instead of rethinking and planing it onto your project.
Now I see clearly that your architecture is POWERFUL !!!!!
For solving my problem I will change the bluediamond into (cashbags) and instead of 10Ki will change it to the unit i need. I was searching in the BP_AIMaster, i searched for the "Destroy Actor" in the AIBehavior, in the Death Logic at the bottom after the sequence then 1, there is the node.
The Destroy Actor belongs to the AIMasters BP, so it is the enemy i would guess.
I need to implement after or before the "destroyed actor" node, my own blueprints for dropping items plus spawn actor from class with "New Guid" node, right? (I also needed to activate in the BP_ItemMaster the ItemID variable, check on "Instance editable" & "Expose on spawn".
So my question is, there is no other blueprint for destroying actor enemies right?
Again BRAVO! Your architecture is really powerful! After the third time playing with it i understood it now, you guys really thought about nearly anything, right?
Stamina for fast movement and meeling is a must for me. I also will try to implement that, but GASP is a little hard for me, so maybe i will try to implement that in the combat component...
