- Edited
Hi Justin.
Here's the bare bones project as discussed.
Does the issue occur in the editor or during gameplay?
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:
Grid, TTB
Briefly describe the issue you're experiencing:
A Ranged NPC set to "Two Dimensional" in the model settings will have projectile issues when used in TTB battles.
In overworld real-time, they will rotate to always face the player and projectiles will fire in the direction of the player, rotated correctly.
In TTB, they will only use the 2D animation names and not rotate..wich creates issues with the projectile.
It will spawn at a different spot from the attach point and not rotate to shoot at the player.The bare bones project will demonstrate the two examples.
Are there any errors in the in-game debug console or external console window?
None related I dont think.
Provide the steps necessary to reproduce the issue:
Load the bare bones project
walk left/right to dodge the arrows being fired by the bowman (see how he rotates and the arrows always point at the player)
walk to the bottom of the map and step on the tile with the skulls to trigger a TTB
end your turn diagonally opposed to the bowman and watch him fire his bow. (see how he does not rotate and the arrow is way off)
NOTE: forgive his walking animations in TTB...I messed up the North/South directions lol
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):