I am developing a game where the player normally takes no damage, but suffers significant damage from specific attacks.
To this end, I set the player’s BaseSettings damage multiplier to 10%. In the Taken Damage Settings, I configured specific attack attributes to increase the damage multiplier to 200% and set the hitstop to 10% for 1 second.
However, even when receiving specific attribute attacks from enemies, the damage multiplier remains at 10% and does not change. Since the hitstop is applied, I believe the conditions are being met.
Previously, I set the BaseSettings damage multiplier to 0. At the beginning of the execution actions for the damage taken state, I used a “Change Property” node to set the damage multiplier to 100%, and below that, I set the “is invincible” property to false. This way, upon hit, the player would enter the damage taken state, change the damage coefficient to 100%, and receive 100% damage.
However, due to recent updates, it seems that the property change for the damage multiplier is not taking effect in time, resulting in no damage being dealt. Although changing the damage multiplier via property changes still seems to be valid, it feels like the reflection has become slower. It might have been that the behavior in the previous version was problematic, but since the Taken Damage Settings are not functioning, I am at a loss.
Also, I assumed that damage would not be dealt while the “is invincible” switch was on, but sometimes damage is still dealt even when it is on. Furthermore, even after deleting the is invincible Settings node and setting the invincibility time to 0/off, consecutive hits do not register as damage. I am quite confused and cannot distinguish between intended behavior and bugs.