Fixed small fade material so that it is a material instance of the right material (so that it wont crash when trying to set the parameters for the death effect)
Updated compatible skeletons
Updated minion BPs
Added enemies for testing to the gameplay test map (note: no nav mesh so they cannot move
Updated the WotEquippedWeaponMeleeActor to perform the attack even if there is no animation - only stopping the attack if the animation exists and says it cannot attack for some reason.
Motivation and Context
Prior to this PR:
Killing the small fade would crash the game (bad material config)
small characters (player and trollocs) could not attack with held swords because it required an animation to play for the attack.
How has this been tested?
Playing on the overworld and gameplay test maps.
Screenshots (if appropriate):
Types of changes
[x] Bug fix (non-breaking change which fixes an issue)
[ ] New feature (non-breaking change which adds functionality)
[ ] New Art / Asset
[ ] Breaking change (fix or feature that would cause existing functionality to not work as expected)
[ ] Documentation Update
[ ] Art / Asset Update
[x] Software change
Checklist:
[ ] My change requires a change to the documentation.
[ ] I have added / updated the documentation related to this change via either README or WIKI
Software
[ ] I have added tests to cover my changes.
[ ] I have updated the .github/workflows/build.yml file to add my new test to the automated cloud build github action.
[x] All new and existing tests passed.
[x] My code follows the code style of this project.
Description
Motivation and Context
Prior to this PR:
How has this been tested?
Playing on the overworld and gameplay test maps.
Screenshots (if appropriate):
Types of changes
Checklist:
Software
.github/workflows/build.yml
file to add my new test to the automated cloud build github action.