v0.0.3 - DevLog - JR


"Problems with Spells Cheat Code Functionality"

Author: Jeremiah Rangel

Posted on 06/27/24

THE PROBLEM

After setting up the cheat code, functionality was normal, and the player could cast spells regardless of the remaining spell charges the player had, even at zero charges. However, when I went to test the functionality again, I noticed that it had worked in all scenarios except when the spell charges amount was zero. I checked the spell logic and did not find anything out of the ordinary. However, the culprit was going to be found in the player character Blueprint instead. When animations were added to the spell casting, the logic that was not added by me only checked the spell charges amount to see if (1) the animation should play and (2) the spell should be activated. There was nothing involving the cheat code in the animation logic, but it was present in the spell logic.

  THE SOLUTION

The solution was fairly simple: include an "OR" statement to the animation logic, where the animation will play if the spell charges are greater than 0 OR the cheat code is enabled. It was a issue from two parts: our team needed to communicate not only what we changed but where we changed it in our work. This will help us to help troubleshoot not only our own personal mistakes, but it can help us to fix other team members' mistakes if we run into them without the other member able to be present.

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