Journeman Post 6

This week I implemented bouncing off of enemies heads. Using a test blueprint which I created which was a box with 2 cube hit boxes, one to act as the body of the enemy and another to act as the “head” of the enemy to bounce off of. I then implemented a Blueprint Interface to act as an intermediary between the test enemy and the player.

The interface was set up so that it stores a variable for a vector of +1200Z. This is then called by the enemy when the head hitbox overlaps with another object. To make sure that this doesn’t misfire it checks if the overlapping object implements the interface before continuing. Then it uses a message node to call the event in the overlapping actor.

When the player receives this message it will fire the event jump force node and launch the character +1200Z.