Posted December 15, 2023 by TheCodeCollective
#Unreal Engine #Cyber Siege #Headshot #Collider #AI #Navigation #Map #Map Marker #Component
This week's journey in game development kicked off with a puzzling bug affecting AI navigation tied to the headshot feature which resulted in unexpected glitching behavior in the AI's navigation originating from the Actor's colliders.
Navigating through the colliders, the solution to the headshot bug emerged. Surprisingly, a simple checkbox proved to be the key, rendering the collider navigation effects invalid and unraveling the headache.
Transitioning to the next challenge, the full-screen toggle map feature brought its own set of problems. Reusing the existing map marker component from the small circular minimap widget revealed hurdles, as I could not easily reuse minimap marker logic in order to add the Actor's marker for both the minimap and full-screen map simultaneously.
Continuing the journey, the focus shifted to navigating solutions for the full-screen map feature and map marker challenge. Two main solutions were taken into consideration; each with its own benefits & risks, the first offered simplicity but gave up reuse as I would be creating new components and managing multiple markers per Actor, the second offered reuse but could prove to be eventually ineffective; this solution focuses on attempting to expand on the map marker component's logic to toggle between full map & minimap positioning logic or something similar.