DAY 28
Not much going on lately. Took time off the project to focus on having some time for myself. All I did today was fix a bug regarding the Grapple Hook. When the Grapple Hook was completed, the player character would get thrown a few extra feet...or a lot of extra feet if you would be very far away.
TL;DR it was because of an extra Launch Character node with a Multiply function I've placed at the end of the Grappling sequence. It didn't need to be there.
Long version of the issue with context:
The grapple hook in default state is attached to the character. When the grapple fires, it attaches to a target placed in the game world. That target has 2 sub-targets: where the grapple attaches in the world and where the player character should land. The latter is configurable, meaning I can move it around and have total control over where the player character should land. When the player character reaches this particular component of the target, it reverts to the default state.
Now, here's the kicker: at the exact moment when the player character reaches the target, it did a jump that was implemented as a safety measure for the player character to avoid any possible 3D assets in the way (the Launch Character I mentioned above). But instead of helping out, it propelled the character much further than anticipated because I used a multiply function instead of some fixed value. The result was that in more situations than one, it catapulted the player out of the map because of that multiply/launch character function.
That particular section of the blueprint was removed and now the character drops nicely (albeit with a small hang-time duration, super-minor issue) to the ground.
Next on my list would be to implement the wall running mechanic. Over the following weekend, I plan to investigate wth is wrong with the rope swing. There are some lessons learned from the grappling hook and with a fresh and well rested set of eyes, I can take a look at it and hopefully fix it.
That's it for today, I'll see you guys in the next post. Bye