Alright. I am able to verify that each individual client can see the objects via a print in the Get Usable Actor Func. I turned the debug for the line trace on. I can see the hits, and they work. I can see the object in the Print, verify the mouse hit is access the correct object. The outline and interact text works. Still not sure where my issue is with the interact on the client side. (?) Thanks for the help, I may just have to go back to doing it through the camera (like the original) rather than the mouse.
EDIT: After playing with some things in some other projects, I realize I know too little about Client/Server and Replication to make this project anything other than single player. Maybe down the road. Thanks!
Apparently, this is simply not possible. Migrating the UI folder from a clean project breaks quite a number of things and I have not been able to find the source of all the problems. A simple file copy does the same.
After several days of working on the problem, I have become convinced that the only way to add the changes is by hand.
Hey Pirate,
Iāve been playing some more with this and itās still very awesome.
A new issue Iām encountering is I canāt figure out where to see what the character has actually equiped. For instance ā Hey This helmet is equipped right now, and this item is also equipped ā
Hope thatās a question thatās still in the scope of this project !
Also very excited about your upcoming looting tutorial
As I have encountered this error before, Iām fairly certain that it isnāt a ARPGIS error but rather a UMG bug, but I thought that I would post here on the off chance (I posted it previously on AnswerHub with no fix) that someone might know a workaround or fix.
Yeah I also have this bug seems to happen every time i load my project, I have talked to pirate about it and he also thinks its a bug with UMG, Also always compile after removing the hotbar so the hotbar reference is the same when readded.
Yeah it is annoying but only takes a minute to fix if you compile after removing the hotbar so its not breaking any wires, iām going to see if i can find a way to fix it later tonight.
No i havenāt found a fix for this problem yet, what i was saying is if you remove the hotbar compile the blueprint before adding it back in, that way you wont need to reconnect those nodes, i think removing the hotbar from the inventory layout and adding it directly into parent will fix the problem though.
Maybe itās because I gave blood today, but my brain isnāt firing for me tonight. Is it possible to set specific code to fire when individual items are equipped? For example, making the backback dynamically add/remove so many slots when it is equipped/unequipped? Or Turn on a glow, or other function fire? Probably obvious to implement, I just canāt human right nowā¦
@chlballi There is an OnRep notify function for each slot mesh change so you can put what you need to there. That is what I used to spawn my own weapon blueprint. The function is in Equipment Character, so you can just override it in your own character blueprint if you inherited from Equipment Character.
It looks like the HotBar UMG blueprint got corrupted from a bug in 4.10. I will rebuild the hotbar widget from scratch and include it in the 1.3 update this should help.
an Unreal bug probably just garbled something in the blueprint, it really makes no sense why itās bugging out now the way it is.
*** Update ***
It seems to be an issue with the slots themselves in the hotbar being corrupted. I guess at runtime itās triggering some glitch that it ignores when you play in editor.
Itās 6:30am now so Iāll create a workaround for the UMG bug tomorrow and post it asap.
Like toxic gaming just mentioned there are events that fire when you equip/unequip items. If you look in the InventoryManagerComponent it might be a little overwhelming at first but the functions are named very descriptively. You can also use break points to step through and help find the spot that might be ideal for you to add your custom logic.
I would suggest putting your logic you want into itās own function and then setting up some simple checks during the Equip/Unequip functions that call your logic when you want to.
You can also take a look at UpdateEquippedStats() if you want a more general example of a function that always gets called when something is equipped or unequipped. If you search references to that function it might help you figure out a good spot in the code to add your logic.
Depending on what you want to do you might want to add it in the PlayerCharacter when something is equipped/Unequipped it fires an OnRep_Notify for that equipment slot.
So itās a great place to add some custom logic if itās character related.
I appreciate it, both of you. That gives me a jumping point. As I mentioned, I probably could have eventually found it, but assumed someone had already done similar and could point me in the right direction. Thanks again.