8 hours, pick up functionality.
This day really got away from me, notes about specifics are sparse.
Reorganized and thus rewrote sections of the pick up blueprint. Syncing up code across the pick up types.
Fixed collision with the pick up, both blocking and overlap. Added a pick up grab box to the walkers that allows them to hold pick ups farther from their bodies. I'm finding this helps reabability. A call to the walker's path finding event is called when a walker grabs an object so that they stop move at max range from the target rather then within 0.25 seconds of the grab occurring. Also on grab loss the path finding function is called to stop the up to 0.25 second delay in moving at the next target. Adjusted the math on how well walkers work together on building pick ups into turrets.
Pick ups no longer spawn turrets. The jump from pick up to turret was causing a number of problems to do with relocating enemies and not gibing the player. Instead a clear space is found that is also a grounded position, then a turret warp in effect is spawned at that location. After its delay it will gib everything at the location and spawn the turret which means we don't have to sweat relocating them. The warp in effect now spawns turrets directly instead of spawning pick ups and commanding them into turrets. This creates some more consistency in visual and mechanical language that is pleasing, it also means its time to re-tune the warp in effect now that its hit the big time.
Broke and fixed walker pathing.
Fixed boost management.