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    equipment item problem

    i cant equip my armory
    this is my bpClick image for larger version

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    this is my c++ code
    enum class EnumSlots :uint8 {
    None,
    Head,
    Torso,
    Arms,
    Legs,
    PrimaryRightHand,
    PrimaryLeftHand,
    SecondaryRightHand,
    SecondaryLeftHand,
    Amulets


    };
    what i doing wrong

    #2
    Hi,

    Your Blueprints are really messy, and the lack of written explanation on what you actually want to achieve isn't helping either.
    I suggest you to post new pictures with a cleaned up graph and some explanation what is going on, what you want to do, and most importantly, what exactly your problem is.

    Also, I am not sure why are you trying to create your Enum in code, you can do that in the editor.

    Anyway, if you have your reasons, here is how to do it correctly:
    Code:
    UENUM(BlueprintType)
    enum class EDoorState : uint8
    {
    	Opened UMETA(DisplayName = "Opened"),
    	Closed UMETA(DisplayName = "Closed")
    };

    Comment


      #3
      I have another problem is possível declare a scruct is create in editor
      If possível i do ir

      Comment


        #4
        Hi,

        I'm sure you aware, but it is really hard to understand you. You can create both Structs and Enums in the editor, just right click anywhere in the Content Browser:
        Click image for larger version

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        I hope this helps.

        Comment


          #5
          I want declar in the code
          I only know the code editor i want is the editor to code
          I create e struct in my code i need pass a struct i create in editor to my code

          Comment


            #6
            If I understand you correctly, you want to declare a Struct in your code that can be used both in code and in the editor?
            Code:
            USTRUCT(BlueprintType)
            struct FMyStruct
            {
            	GENERATED_USTRUCT_BODY()
            
            	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyCategory", DisplayName = "My Test Int")
            	int32 MyTestInt;
            
            	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyCategory", DisplayName = "My Test Float")
            	float MyTestFloat;
            
            	//Initializing the "MyStruct" struct
            	FMyStruct()
            	{
            		MyTestInt = 0;
            		MyTestFloat = 0.0f;
            	}
            };

            Comment


              #7
              I know create a struct in code and use in editor my problem i create a struct in editor and i want to use in code
              I dont know how to do it

              Comment


                #8
                Okay, that seems a bit counterintuitive, I have never done something like that before! I'd consider moving the declaration to code, then use it in BP and in code without any problems.

                Anyway, I found this, it might help you:
                https://answers.unrealengine.com/que...ucts-from.html

                Comment


                  #9
                  the problem of struct i find the soluction
                  i create a class and create a struct inside
                  like this

                  USTRUCT(BlueprintType)
                  struct Finventoryslot : public FTableRowBase
                  {
                  GENERATED_BODY()

                  public:

                  UPROPERTY(EditAnywhere, BlueprintReadWrite)
                  TSubclassOf<class AMasterItem> itemClass;
                  UPROPERTY(EditAnywhere, BlueprintReadWrite)
                  int32 Amount;
                  };
                  Last edited by Pedro Alves; 06-15-2017, 09:14 AM.

                  Comment


                    #10
                    i only can equip my char with weapons
                    what i want is put char equip with amory like shield, helmet gloves
                    this is my link https://drive.google.com/open?id=0B1...kw1bWRQZmd2RFk
                    what i doing wrong

                    Comment

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