After multiple attempts I finally think I fixed the positioning bug of the guard to my player during the battle. It took quite of a bit of fidgeting with the nodes. Eventually i got to a point where I needed to validate which part of the code is breaking by taking out the setActorRotationAndLocation and put it into the test blueprint with a cube then I realised the delta time was preventing the transition from operating correctly. Also I realised the value of the actor locations are not being updated at the right time so at the end I just had to do it in an event tick to constantly update the variable of the actor’s location

fixedguardposition.gif

I’m so glad I got that fixed. It’s been bothering me for a while. I then started to work on the pause menu and linking it to the main map. I checked out a couple of tutorials to prepare for when I need to translate out from the level back into the main menu and bring back the art you stole placed in the room.

I also started to add sound effects - firstly with the door and footsteps. Going to do the menu sounds when i have a good idea for the background soundtrack. Marcos was helping me to brainstorm on how to create a procedural soundtrack to play based on the tempo of the game

  1. browsing gallery

  2. stole the art

  3. caught and battling with guard

To do for tomorrow:

  • hook up sound effects for pick up art and tweaking

  • design the notes and sound that can be played dynamically based on the game state

  • pass variables from level (tutorial) if you have successfully stolen the art, and if so populate the main menu room with the art you have stolen.