WFC fixes & Slippery Patches For all

This morning, I had to fix some of the WFC generation where the spawn points for both the guards and NPC are operating in a odd way depending on the layout. I know part of the reason is because I adjust the grid resolution of the WFC model.

I also hooked up the slippery trap so that it applies to all characters in the scene and only disable the input of the player if it casts successfully to the BP. also did some touch up the collision and physics setting of the prize art, because it keeps moving out of place.

I was watching the next part of the AI tutorial series on hearing perception and function libraries. I was thinking about ways that I should consider when I am going to refactor my code this weekend.

Tomorrow to do:

  • Star the refactor: considering shifting the trigger battle into the guard BP instead of the player BP so each of them can handle how to interact with the player in battle mode