Elsia:
Hi all !
I come to you because i have an problem. I added an hunger and an thirst variable on this system, like health. All it’s ok and all works now. If i use an item with 5 on hunger, i added 5 on my hunger character stats, exactly the same with thirst. If i use an item with +5 hunger, +5 thirst, +5 health, that’s work too. All the function works with it. But i have just one problem. When i create a new loot_actor child, to create a new consumable_chest_usable with some consumable item like apple, bottle of water etc, that’s work fine, i can loot my bottle of water, my apple etc but, when i use it, that don’t change my stats. I can use my item but it’s like, when i take this item from an loot_actor, the tooltip it’s not perfectly transmitted.
I don’t really know why, it’s been a week since I’m looking for why, normally, everything is well transmitted, all over my InventoryManagerComponenent, so I really do not understand why. Do you have an idea?
Thanks to your help, your time and sorry to my bad english, i’m french !
Oh and, someone here use the dynamic combat system (Dynamic Combat System in Blueprints - UE Marketplace ) with it ?
To me it sounds like your item info isn’t being set correctly on your items being spawned in your loot actor, if the tool tip is showing no stats then there is none, i would trace it back from the loot actor and make sure those stats are being set correctly
DK_Buzzin:
Hello,
I have a seemingly silly question but here it is…
How do you modify the players starting equipment. I want the player to start with the same loadout every time I test the game. By default, the initial loadout seems to be randomized. Help on where to edit this would be appreciated. Thanks!
Hi, Theres data table called “ClassStartingEquipment” in the Demo folder in blueprints which controls all this.