I learned that a rotating component can target a specific component on a blueprint. This means it doesn’t have to rotate the entire thing. This was helpful in my newest update because I was considering creating a new blueprint, but that would have been too much extra work. The rotation happens on floating gems.
My skill in proper coding is still quite rudimentary in my opinion. I spent hours figuring out a function that would essentially populate an array with a random number but guarantee that one specific number had the most items. I didn’t perfect it in the end. I cheated slightly and just added extra. It was easier this way because there are several reasons I needed to make sure that one item had the greatest quantity.
The function works by grabbing an array of gems and setting them to match a specific gem.
It took several rounds of testing but I got it to where I wanted it to be. Then learned about getting a random point in a box, so I used that to set the location of the gems. It looked a lot better then having them keep the same uniform positions every time they were set to rotate. I also attached a special effect to the player’s feet when they entered the boss area. Just a little detail that looks nice.
I can add as many gems as I want to the actor because the function I made simply takes the length of the array. As of now everything is going well. Next up I will either start working on the boss or update some of the UI elements.







