Hello everyone,
I am working on a prototype that has a family called "Enemies". This family has about 5 different enemy types.
The enemies have AI but given the common nature of their behaviors I am using families to filter which ones to apply different AI state actions to.
The below events pick enemies based on who finishes the attack animation:
https://i.imgur.com/1eJNKM3.png[/img]
Note I pass the UID of the enemy to filter with it.
Next I start classifying enemies based on what type they are and forward the UID to the final attack action function:
https://i.imgur.com/2IY1DMJ.png[/img]
Finally, I pick the enemy based on the UID passed and do the attack action (namely spawning an effect):
https://i.imgur.com/wwYfed7.png[/img]
The issue I am encountering is that despite picking the specific enemy using its UID, the effects spawn at a single enemy's location instead of at each of the enemies.
Moreover, when I change the first screenshot's condition "On Attack Animation Finished" to include "For Each Enemies" to make sure that the event loops over every single enemy instead of one only, it doesn't fix the issue. The same issue happens.
Does anyone have any idea what is going on here?