The speaker encountered issues with their version control software, resulting in the loss of assets and changes made over the past two weeks. Despite the setback, they managed to recover most of their progress and are now focused on fixing the remaining bugs and adding more magic spells to their game.
Restreaming service issue
• 00:00:05 The speaker expresses frustration with a restreaming service they subscribed to due to its unreliable performance and high price. They discourage viewers from using this service and will instead explore alternative options.
Game lighting experiment
• 00:01:38 The speaker explains they were experimenting with different lighting options in their game, including Lumen and static/dynamic lights. While making these changes, they accidentally deleted all the doors in their game, leading to the current issue.
Version Control Issue
• 00:04:29 The speaker discovered a bug in their version control software, Unity Plastic SCM, which resulted in the loss of assets and changes they made over the past week and a half. The plugin was not updated for Unreal Engine 5.5, causing it to fail to commit changes properly.
Version Control Solution
• 00:08:55 Due to the issues with Unity Plastic SCM, the speaker decided to uninstall the plugin and revert to using a traditional Git client, Fork. They have also transitioned to GitHub for large file support, which provides cloud storage for their game's assets.
Door Replacement
• 00:10:23 The speaker is now in the process of manually replacing all the doors that were deleted due to the version control issue. This involves going through each level and placing the doors back in the appropriate locations.
AI Target Issue
• 01:00:02 The speaker identifies an issue with their game's AI, specifically how enemies are finding their targets. They discovered that some enemies were not immediately targeting the player on spawn, resulting in a delay in their responsiveness.
AI Target Solution
• 01:01:33 To address the AI target issue, the speaker created a blueprint function library that allows them to directly set an AI controller's target from anywhere in their game. This simplifies the process of managing AI behavior and ensures enemies properly target the player on spawn.
Boss AI Issue
• 01:01:53 The speaker encounters another issue with their boss AI, where the boss's logic is not properly restarting after the cutscene ends. The boss is also unable to take damage, which is a separate issue related to the speaker's damage implementation.
Boss AI Solution
• 02:00:11 To fix the boss AI issue, the speaker revises the boss's behavior tree, ensuring it is properly stopped and restarted at the appropriate points in the cutscene. They also implement the damage functionality for the boss, allowing the player to inflict damage.
HUD Instantiation
• 02:11:19 The speaker observes that their game's HUD is being added to the viewport twice, resulting in overlapping HUD elements. This issue is occurring specifically on load game, not on new game.
HUD Instantiation Solution
• 02:14:21 To fix the HUD instantiation issue, the speaker adjusts their game logic so that the HUD is only added to the viewport once on begin play. They then set the HUD to invisible immediately after, ensuring it does not appear until necessary.
Custom Level Sequence Actor
• 01:13:12 To streamline their cutscene logic, the speaker creates a custom level sequence actor, which automatically disables player input, hides the HUD, and sets the player's location on play. This eliminates the need to manually handle these events for each cutscene.
Magic Spell Ideas
• 02:54:18 The speaker discusses their plans for implementing more magic spells in their game. They are open to suggestions from viewers and are excited to explore a variety of spell effects, including a chain lightning spell that can potentially hit multiple enemies in close proximity.