Does the issue occur in the editor or during gameplay?
If it's a gameplay issue, please specify which movement system and camera type you're using (free movement vs. grid movement, third-person vs. first-person) or N/A if not applicable:
Briefly describe the issue you're experiencing:
In TTB maps, the z-level of the map affects projectile trajectory.
If enemy/player both stand at z0, the projectile flies straight.
if enemy/player both stand at a -z (-16 for example), projectile flies at an upward angle.
if enemy/player both stand at a +z (32 for example), projectile flies at a downward angle.
This only happens in TTB.
In realtime, the projectiles only fly at different heights when the player/enemy are at different heights.
In TTB, it's the level of the floor regardless of the position of opponents.
Are there any errors in the in-game debug console or external console window?
Provide the steps necessary to reproduce the issue:
To test with the included bare bones project:
Quickplay
See how in realtime the arrows adjust dynamically if the player goes up/down the grey steps.
Walk away from the bowman and onto the skull floor tile to trigger TTB.
Depending on which level you are at in the TTB map, the bowman's arrow will fire differently.
The bottom level is -64, the top level is 32, the grass to the side is 0.
Make sure the bowman is on the same level of the player each time he fires to see the discrepancy.
It makes sense if the bowman fires up if the player is actually higher... but if the player is down at the same level, the arrow should not go up.
So to see the true issue at hand, make sure when you change z elevation in the TTB map, lure the bowman up/down to each surface to see how he fires when level with the player on each elevation.
Provide a download link to the bare bones project (strongly recommended if it's an in-game issue, since this helps significantly when attempting to reproduce it; the report will also be given more priority in this case):