Strange issues using location of units with 5.2

First off, thanks for the amazing update! I previously posted about graphs with weird shapes like mobius strips, trying to get that working better. And on initial tests, this is way better! So thanks a bunch.

So here’s my weird issue, and to be clear this all worked totally fine with 5.1.6. I have a projectile manager that is supplying the units when they shoot, and I cannot seem to get it to access the right location. Debug logs seem to show everything working correctly, I’m tracking the given location at several points, but my projectiles are all shooting from a default location of 0,0,0.

I understand that first thought is, something wrong with my code. But with the only change being to unit movement, i’m not sure what’s wrong. Like before, I’m just using the unit transform to determine where this shooting action should happen.

I can construct an example scene, demonstrate code, whatever’s needed. But before digging in deep I just want to know if I’m missing something obvious. Could the transition to ECS be causing my issue? Should I try setting things up differently due to the change? If you have any ideas there I’d love to try them.

Thanks!

Hi

It’s hard to say anything concrete without knowing what exactly you are doing. But from your description, it sounds more like an issue with your code.
Try to debug where the (0,0,0) location is coming from.
I assume the projectiles themselves aren’t using pathfinding?

Upon further inspection, I think this and some issues I see in profiler that I am having are related to the Behavior Designer component I’m using that integrates with A*. Need to be adapted to the new code structure it looks like! Any plans for updating any integration packages? There are others I might use too.

Hi

I am not the author of the integration packages, so it’s up to the Behavior Designer developers to update those.

Not quite sure what would have changed, though. I didn’t think there would be any changes impacting those in this update.