Sorry. I should have mentioned that a) I was using a flat world and b) that movement (as Synopia and I talked about earlier on this thread) is buggy. Sometimes it works (and looks great). Sometimes it doesn't. Rather than try to do more to fix it exhaustively in Minions, the plan is to use Synopia's movement behavior. I haven't done that yet. Often, to quickly test Minion changes, I insure that the zone selection is directly under the minion location as they will not try to move if they are within 5? blocks of the block they are working with.
Some of the known issues with movement that I have seen are:
1) I'm abusing the CharacterMovementComponent velocity to store a movement direction. While this works, it really needs to be in a separate Component as CM is intended to store movement output state, not movement input state.
2) "Teleport to fix problems" code in the minions movement code doesn't work right and probably causes more problems than it fixes. At first I commented it out, and that reduced the number of flawed movement issues, but I thought I had adjusted it.
3) Minions sometimes jump. Minions sometimes don't jump. I'm not sure why this is. Often restoring the same game file will result in two different behaviors after loading. Jumping minions excel at travelling while walking ones don't I guess one possible quick fix would be to try setting jump = true in the Character or CharacterMovement component (Don't remember which one had it). Or you might also get things working simply by saving the game and reloading it a few times.
To be fair to the original developers, I don't think the bugginess was "designed in" but is a result of the underlying systems used for Movement changing in incompatible ways since the module was last worked on.
Some of the known issues with movement that I have seen are:
1) I'm abusing the CharacterMovementComponent velocity to store a movement direction. While this works, it really needs to be in a separate Component as CM is intended to store movement output state, not movement input state.
2) "Teleport to fix problems" code in the minions movement code doesn't work right and probably causes more problems than it fixes. At first I commented it out, and that reduced the number of flawed movement issues, but I thought I had adjusted it.
3) Minions sometimes jump. Minions sometimes don't jump. I'm not sure why this is. Often restoring the same game file will result in two different behaviors after loading. Jumping minions excel at travelling while walking ones don't I guess one possible quick fix would be to try setting jump = true in the Character or CharacterMovement component (Don't remember which one had it). Or you might also get things working simply by saving the game and reloading it a few times.
To be fair to the original developers, I don't think the bugginess was "designed in" but is a result of the underlying systems used for Movement changing in incompatible ways since the module was last worked on.