Last seen: Jul 11, 2026
@hosna Okay, that I didnt know that weapon by default shouldnt use pick-up anims (I tested every pick-up anim, glitch happens at that moment).But prob...
@hosna OHHHHHHAAAAAAAAA !!!!!!!!!!!!!!!!! This is really a next level glitch 😀 😀 😀 😀 Now I know 100% where the bug exactly is. I tried every wa...
@hosna Update: even if I place a rifle or any weapon with correct id's in the demomap, they have the same problem like in my test level...there it ma...
@hosna if I open the Intro2 map then everything is fine. it is only on my test level. TestMapAmmo.mp4
@hosna Hello, I didnt changed any weapons systems or added anything in to it 😉 nore did I change any skins or mesh's etc.I just placed them into a te...
Hi. One question about weapons. I use UE 5.7, 0.4.3 Did I do something wrong? Because all the weapons get new Ammo. First I make a shortcut for th...
@farshad nice to hear that your framework could also handle these special made-up actors, I hope I understand all that after grinding threw it :DBut r...
@farshad After my seventh new start I got it now to the point where I know that everything that is Enemy-Related will work exactly how I want 😉 I re...
@farshad you just made the enum right, didnt change nothing else.If you would make a can rotate toward base boolean variable plus attack base logics e...
@farshad Part2 I changed the BT and added a second Awareness Sequence with the key Behavior. Now the Enemies see the player etc. and make the sounds...
@farshad Hello there. I used one of your frameworks BTT and implement it there. I also tried to branch with a "seen player" before the branch etc. yo...
@farshad ....one thing is missing though. . . its because I dont know BT very well.The enemies should act upon the random bool with weight node, if th...
@farshad Ui ui ui, it was really a lot energy, also I needed to change my first plan, because of effiency because I understood your framework a littl...
@farshad Thx very much! I will give it a try! Because I want to achieve that game with your framework, my new plan was: E_EnemyBehavior = 2 variable...
@farshad I got it done seperately, my enemies follow me exactly how i want it with the perfect random boolean rate. I kept AC_AIBehavior, also my made...