Really liking the update still! It makes it so much easier to edit stuff and hook other systems in, great work!
Any news on the equipment slot tutorial though?
I’m working on a Durability system for the inventory its still needs a lot of work and testing but the ground work is there.
EDIT: WIP body temp system cardboard armor isn’t the best to use haha.
Same basic item splitting i have added in.
Yes, it appears that way. I’m guessing it has to do with bone location relative to the ground, but don’t have the prerequisite skills to verify that
Since others are doing it
Some WIP footage of my game - got a weapon system almost done, just two bugs left (pistol not showing hands and pistol ammo not saving right)
It’s going well so far though
Awesome stuff! I really like the animation change based on what is equipped. I haven’t gotten quite that far yet.
I came across this, and thought I’d share it. It may be helpful to some in regards to importing new armors and such. I may try and see if it fixes my previous boot sync issue.
The Meshes on the Equipment Character are doing that already.
You can see this in the OnRep functions. So everytime you equip a new equipment mesh and it loads it onto the player it sets the master pose component to the character “mesh”.
I enjoy reading about your progress. Please keep us updated.
Will do , Here is some Inventory Item Drop On Death Logic i added in tonight.
Thanks! It’s a bit dodgy since I can’t animate (hence the no walking with pistol etc) but i’m more focused on getting the pure mechanics down, then can slot in art later
Before I start really hacking things up, is there an easy way to keep the inventory and variables stay and reload when switching levels?
Have tired passing the data to the server then back to the player in an array?
I’ve played around a little, but the ‘init player’ gets passed at each level load. I may have to create and parse a variable in my Gameinstance that, when the first level loads, checks to see if it’s the original level. If it isn’t, then load that saved data rather than the initializing data…? It sounds right in theory, just not sure a good way to find/save each type of data i need. May have to try it from the scratch content to get it working rather than risk messing up my currently working project. Thanks.
So do the starting items get placed in your character inventory each time you change levels?
Yes. If I load my the game…run around…collect some items…add money…add levels…then open a new map (from command or blueprint) it opens the new map as if I just started the game over. I started with just trying to save the ‘cash’ variable to test it, with no luck. I’ll keep playing with it over time.
This mite help.
I’m working on creating an item that is a clue that begins a quest.
I’ve created a child blueprint of the Loot_Skeleton and a journal item.
I believe that I need to override the OnActorUsed function of my journal blueprint (copied from the red apple.) to open a page widget on which I will display the journal entries.
Is this the correct approach or do you have another suggestion?
I would also like to disable the loot generation for the Loot_Skeleton child blueprint. Is there an easy way to do this? A neat little boolean would be nice.
Why not create a new item type called questclues, then make the item simlar to a consumable but make it display a widget when used, edit lootactor add a boolean to disable the loot generation, in side you loot container just add a simple add inventory item adding your clue to the loot container.