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Assignment 7 Grade & Feedback

Grade: ✓+

  • 'ensure' triggers in addaction adding nullptr actionclass, have a look and see why that is happening.
  • Adding of rage isn't limited to happen only on server and so it could de-sync as clients will add rage as well via OnHealthChanged. Can limited by checking HasAuthority() before applying.

Proposal Feedback

Overall good assignment to focus on AI, additional effects is a good idea too after you managed to finish your AI.

Assignment 6 Grade and Feedback

Grade: ✓+

  • unrelated to this assignment, but AI doesn't seem to be moving or doing anything
  • Thorns should only affect instigator rather than owner (deals damage back to attacker)
  • line 49 in SThornsEffect could be cleaned up
  • blackhole could have overwritten canStart for rage check
  • UI could be improved by being event driven instead of binding

Assignment 4 Grade & Feedback

Grade: Check

  • in BTService the 'key' for healthIsLow should be exposed as Key rather than hard-coded.
  • low health threshold should be exposed as tweakable variable
  • EQS should check for PathExist as test or it might pick a position inside your level cubes and fail.
  • Getting help from other students is fine of course, but please make sure you write your own code during implementation.

Final Project Feedback

Here are some of the notes taken when reviewing the final assignment.

  • minion walking doesn't work because Speed variable isn't hooked up in the Animation Blueprint EventGraph.
  • no spider animations, easily fixed by just setting the AnimationBlueprint in the Spider AI Blueprint where you assigned the skeletal mesh.
  • MeleeAttack() should return bool instead of void since you're now using a kind of hack to do the same thing.
  • projectile attack still can hit the player himself immediately when spawned.
  • no clear death state/animation for player.
  • player health bar doesn't work in top left.

Assignment 5 Feedback & Grade

Grade: ✓+

Nice job on the assignment, here are some of the things I found while going through your code:

  • The credits aren't clamped and so could end up going below zero unless handled carefully externally.
  • in OnActorKilled you can grab PlayerState from 'Player' variable directly instead of going through Controller. (Same applies in the HealthPotion interact)
  • UI could be further been improved by adding credits changed event to playerstate and binding to that. (mostly optimization suggestion at this point)

No further issues with the code everything seems in order.

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