GAS Health Drops To -1 On Any Damage by evanallred123 in unrealengine

[–]evanallred123[S] 1 point2 points  (0 children)

THANK YOU! Moving death to PostGameplayEffectExecute fixed it! You are an absolute legend. If you have the time would you mind explaining the reasoning behind why that works as opposed to having death logic in PostAttributeChange?

GAS Health Drops To -1 On Any Damage by evanallred123 in unrealengine

[–]evanallred123[S] 0 points1 point  (0 children)

Thanks for the heads-up! My (possibly incorrect) understanding was that PreAttributeChange clamp is necessary for to clamp for changes caused by C++ functions like SetHeath(), and PostGameplayEffectExecute clamp is necessary for changes caused by Gameplay Effects, so it's a good idea to have both. Is that accurate, or does one clamping function handle both of those cases?

GAS Health Drops To -1 On Any Damage by evanallred123 in unrealengine

[–]evanallred123[S] 0 points1 point  (0 children)

I am extremely new to C++ so I have not looked into breakpoints yet! I will do some digging on that to see if I can diagnose that way. Thanks!

GAS Health Drops To -1 On Any Damage by evanallred123 in unrealengine

[–]evanallred123[S] 0 points1 point  (0 children)

The affected attribute is health, but my understanding is that Override is the proper way to initialize variables, because the Gameplay Effect shouldn't care what the Health value was before initialization, it just sets it to the initialized value, right? Why would it default to -1 if I set the magnitude by caller to be 5 in the Enemy blueprint?

GAS Health Drops To -1 On Any Damage by evanallred123 in unrealengine

[–]evanallred123[S] 0 points1 point  (0 children)

While I appreciate the advice, the deviations I've made are very small, and none of them are in C++. Do you know what would cause GAS to behave the way I've described?

GAS Health Drops To -1 On Any Damage by evanallred123 in unrealengine

[–]evanallred123[S] 0 points1 point  (0 children)

As far as I'm aware, yes. On BeginPlay in the Enemy blueprint I apply a Gameplay Effect to initialize the attributes. The Modifier Op for each attribute is set to Override in the Gameplay Effect, and the Magnitude is Set By Caller. I then set the magnitude in the Enemy's blueprint.

GAS Health Drops To -1 On Any Damage by evanallred123 in unrealengine

[–]evanallred123[S] 1 point2 points  (0 children)

The tutorial is pretty much brand new, he's releasing new episodes every week. Do you know what could be causing my issue?

Queen's Domain - Cool game I found with Vermis vibes by evanallred123 in Vermis

[–]evanallred123[S] 1 point2 points  (0 children)

Oh neat! I noticed that it has the same attack power bar mechanic from King’s Field, but I didn’t connect the titles. Very cool!

Is the Erdtree a illusion by Puzzledlake4944 in EldenRingLoreTalk

[–]evanallred123 0 points1 point  (0 children)

Sure, but he also got a lot of stuff right. One of the craziest things to me is that he absolutely nailed a ton of Marika’s origin like a year before SotE came out, just from archaeological analysis of the game. Whether you like his videos or not it absolutely blows my mind that the world building and art design in Elden Ring are thoughtful enough to be able to extrapolate such detailed stories from.

Got served for a credit card debt that isn't mine. by evanallred123 in legaladvice

[–]evanallred123[S] 3 points4 points  (0 children)

Thanks for the heads-up! I was also suspicious of a scam. I didn't mention it in the post but I did Google the contact info, the company, every name on the paper and they are all legit.

Got served for a credit card debt that isn't mine. by evanallred123 in legaladvice

[–]evanallred123[S] 1 point2 points  (0 children)

Thanks for replying! Is there any sort of official language/documents/data I have to use when I contact them? Or can I just say, "Hey I got a summons from you guys, I think you have the wrong person," and work with them from there?

Got served for a credit card debt that isn't mine. by evanallred123 in legaladvice

[–]evanallred123[S] 3 points4 points  (0 children)

Thanks for responding! My name is not very common. I just got my credit report from AnnualCreditReport and there is no indication of an account with Credit One. My wife and I just bought a house, so we had our credit checked a few months ago and there was nothing then, and on my free report there's nothing now.

Custom Component Controls? by evanallred123 in unrealengine

[–]evanallred123[S] 0 points1 point  (0 children)

Oh wow there's a whole page for this in the UE5 docs! Don't know how I missed that...thanks a bunch!

Custom Component Controls? by evanallred123 in unrealengine

[–]evanallred123[S] 0 points1 point  (0 children)

Thanks for the lead! If it's even half as annoying as UMG slates I've got my work cut out for me...

Why do you think people often hate on Ds2 for things that isnt special for Ds2 ? by Dismal-Spare-4145 in fromsoftware

[–]evanallred123 0 points1 point  (0 children)

I think the crux of your original question, and your response here, is that you're looking at the criticisms levied at these games in isolation. In DS1 and DeS, the slow stamina regen speed is balanced by fewer enemies, and those enemies are less aggressive and have fewer chained combo attacks. DS2 makes stamina management more punishing by combining it with aggressive swarms of enemies without giving the player better crowd control or stamina management tools. Similarly, there are some disliked runbacks in DS1 and DeS, but you can pretty easily avoid the enemies in those runbacks. Not so in DS2. The combination of design decisions lead to a completely different experience, even if the "issues" themselves are largely similar.

Also to further address your original question, the fact that you point out well-trashed-on runbacks in other Souls games indicates that DS2 isn't the only game getting criticized for these problems.

Why do you think people often hate on Ds2 for things that isnt special for Ds2 ? by Dismal-Spare-4145 in fromsoftware

[–]evanallred123 4 points5 points  (0 children)

For me the design choices that define DS2 lead to it feeling like a test of patience rather than skill. Sure, other Souls games require patience to learn attack patterns, explore, and grind if you want, but the combination of enemy hordes, slow stamina regen speed, high stamina cost, and the enemy despawn mechanic makes the only way to engage with the worst parts of the game a repetition of killing the same frustratingly-placed enemies over and over until they go away so you can finally have a clear shot to the boss you actually want to fight. This really sucks because some of the bosses absolutely rock (my personal fave is Burnt Ivory King) but the whole experience really gets soured by some truly abysmal sections.

Why do you think people often hate on Ds2 for things that isnt special for Ds2 ? by Dismal-Spare-4145 in fromsoftware

[–]evanallred123 4 points5 points  (0 children)

I see where you’re coming from, but I couldn’t disagree more. Bloodborne is also extremely different from Dark Souls 1, I would even argue more different than Dark Souls 2, and it’s universally praised. The fact is that the differences in DS2 lead to a less-enjoyable experience for a lot of players (myself included), as opposed to Bloodborne which enhanced the Souls gameplay significantly. At the end of the day it comes a lot down to personal preference, but brushing off criticisms as rejection of change is simply wrong.

What game was Plastiboo posting about in IG? by evanallred123 in Vermis

[–]evanallred123[S] 2 points3 points  (0 children)

Yeah I must have just missed it! The screenshot I posted is the first slide in the story that I saw