Was able to fix the issue with the troublesome movement of the AI by adding a second nav mesh that will be on the floor of the room when it is flipped. I don’t know if there is a better solution but so far this works within my means.
I then added more animations to the boss, adding a different impact reaction to when he is hit as well as adding a hit reaction to the animation blueprint itself (which wasn’t on the base so I put it there as well). This is important because it is a hit reaction that doesn’t interrupt the enemy’s reaction as compared to a reaction montage which overwrites any animation the enemy is doing. I used the same attack animations but mirrored to give it more variety as well.
I then added a collision for his left leg, because that is the only leg I want him to use when attacking. Did some testing to make sure it was working well enough then I added better sound effects to the kicks and the sword since it is supposed to have a sound that is cutting into flesh. I also noticed that the enemy wasn’t attacking because I had arranged my function wrong in a way that would cause it to break. I made sure that it would only attack if it CAN attack. Which is an important distinction with how I set up the functionality of its attack task.
The boss arena was very plain so I added decals like I did for the main building then I added floating flowers for a nice aesthetic as well. I updated the path to the boss so there’s a particle effect inside the pit. And I was encountering issues with the teleporting which used to work but for some reason it broke even if I didn’t change anything. My guess is that the object I was creating was attaching itself to the boss room, so I instead attached it to a flower. It worked after that, but it could always break again.
I also made sure that there was a sound effect when the player teleported, so at least there’s some reaction to suddenly being moved through space, whether or not it was intentional.
I made a bunch of small changes. I made sure a bunch of stuff was deleted once you are in the boss room, I am hoping this will help clear some memory. I added unique lights to the big gems to make them more distinct from the environment. For the special stairs I also added small indicators that use the gems models, to help the player realize that the gems are important.
The function of making the character invisible when blocking the camera was a bit too slow, I realized I had set its speed to nearly 1 second, which is too slow when you need to see from the camera and when you want the character to reappear. I made it pretty fast but I will keep playing around with the settings to make it more pleasing to the eyes.
I will continue working on the boss. I may be able to finish all his basics tomorrow. But I am far from done because the plan is to add a second boss that he and the player will be interacting with.
















