unit23
(unit23)
January 4, 2017, 1:02am
1167
It is the same as the one from the 1.7 reference project. Only change is an addition to the InventoryItem array (which is not used).
Try removing the Get Data Table Row then recompile and save then restart your project then see if the problem is fixed, i had a similar experience when i tired that method.
unit23
(unit23)
January 4, 2017, 1:22am
1169
Okay, this resolved the issue actually. Thanks OverRated! This Unreal Engine Bug , hard to pin this down when there is literally no debugging possibility, and no visible alert message.
I was able to resolve this, with above hint from OverRated, to remove the GetTable node, then i quit. Reopened, and had to re-add the slots, and variables inside Equipment widget. It might be enough to just delete the node, and readding it without the extra steps.
Okay, this resolved the issue actually. Thanks OverRated! This Unreal Engine Bug , hard to pin this down when there is literally no debugging possibility, and no visible alert message.
I was able to resolve this, with above hint from OverRated, to remove the GetTable node, then i quit. Reopened, and had to re-add the slots, and variables inside Equipment widget. It might be enough to just delete the node, and readding it without the extra steps.
Glad that helpped, epic states this isnât a bug its more a design flaw in UMG, as long as your slots are still showing within the widget with the issue recompiling should be the only thing you need to do to clear the issue.
unit23
(unit23)
January 4, 2017, 2:50am
1171
Glad that helpped, epic states this isnât a bug its more a design flaw in UMG, as long as your slots are still showing within the widget with the issue recompiling should be the only thing you need to do to clear the issue.
After restarting or crash the error is back.
Did you add the Get Data Table Row Node back ? you will have to pass the variables you need from the IMC instead of pulling them within UMG.
unit23
(unit23)
January 4, 2017, 3:00am
1173
Are you saying that the original 1.7 reference should be changed? I use the default setup, without any edits.
This does include the GetTable node.
Are you saying that i should not use the GetTable node?
The above fix was working without issues, until restart or crash. Unfortunately the editor frequently crashes when editing BlendSpaces.
Are you saying that the original 1.7 reference should be changed? I use the default setup, without any edits.
This does include the GetTable node.
Are you saying that i should not use the GetTable node?
The above fix was working without issues, until restart or crash. Unfortunately the editor frequently crashes when editing BlendSpaces.
Yes this is a bug with 1.7 that pirate probably missed in his short time testing it, In the IMC where you set inventory slot item, you will need to move that node there and pass the data from the IMC to the inventory slot, i recommend making a new structure for these static variables which you can then pass to UMG.
unit23
(unit23)
January 4, 2017, 3:20am
1175
Yes this is a bug with 1.7 that pirate probably missed in his short time testing it, In the IMC where you set inventory slot item, you will need to move that node there and pass the data from the IMC to the inventory slot, i recommend making a new structure for these static variables which you can then pass to UMG.
Thanks for pointing out that** the current issue with REINST affects all ARPGIS users**. I rather wait for the official âfixâ, before i begin messing around, as someone who has two left hands when it comes to programming.
Thanks for pointing out that** the current issue with REINST affects all ARPGIS users**. I rather wait for the official âfixâ, before i begin messing around, as someone who has two left hands when it comes to programming.
Iâm currently out at the moment if pirate hasnât posted a fix by the time Iâm home ill detail how to fix this issue for you.
unit23
(unit23)
January 4, 2017, 5:10am
1177
This error log entry, is this because i attach the MainHand mesh to a different socket, without updating? Possibly so, any recommendations to avoid that? Should i rather hide the mesh while mounted?
This seems to avoid the problem:
Demonith
(Demonith)
January 4, 2017, 12:58pm
1179
Can some one help me out with this plz
Pirate
(Pirate)
January 4, 2017, 3:39pm
1180
Looks like you just need to remove the redundent node in the InventoryUI or hookup a playercontroller reference. This is just a change to the node in unreals update.
&p=623996&viewfull=1#post623996
Pirate
(Pirate)
January 4, 2017, 3:40pm
1181
Thanks for pointing out that** the current issue with REINST affects all ARPGIS users**. I rather wait for the official âfixâ, before i begin messing around, as someone who has two left hands when it comes to programming.
Yes it looks like accessing datatables in UMG is buggy. I will have to do a hotfix that uses an interface call to access this data then.
I will post instructions as soon as the hotfix is ready.
Pirate
(Pirate)
January 4, 2017, 4:15pm
1183
Version 1.7.1 ToolTip Hotfix - Updated Jan 4th 2017
------- Update Notes -------
This hotfix moves the GetDataTableRow node outside of the UMG widgets and replaces them with an Interface Call on the player controller to avoid any potential blueprint compiler stuff ups.
I will be also linking these notes in the original 1.7 update patch notes at the end of the steps to create the new tool tip system.
InventoryHUDInterface ]
InventoryPlayerController ]
Inventory_Slot ]
Container_Slot ]
HotBar_Slot ]
Thank you for the bug reports:
@DiziART @unit23
NEW FIX - Good job, my friend)
one bug in trace logic. If phisycs - ON. If hit item, and item change location, trace work to last position. Can use this item only stand on old position item.
Background imageâs change very easy. Donât create Get_Brush. I change all buttons, and BG slot - all good working
unit23
(unit23)
January 5, 2017, 2:59am
1186
Version 1.7.1 ToolTip Hotfix - Submitted Jan 4th 2017
------- Update Notes -------
This hotfix moves the GetDataTableRow node outside of the UMG widgets and replaces them with an Interface Call on the player controller to avoid any potential blueprint compiler stuff ups.
After adding the new interface message, i had to restart the editor, then all Equipment slots were gone, but after re-adding and PIE, inventory system no longer works, getting lot of these errors
Error Blueprint Runtime Error: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property? from function: âLoadInventoryâ from node: Clear Children in graph: LoadInventory in object: InventoryManagerComponent with description: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property?
Error Blueprint Runtime Error: Accessed None trying to read property Inventory from function: âLoadInventoryâ from node: Clear Children in graph: LoadInventory in object: InventoryManagerComponent with description: Accessed None trying to read property Inventory
Error Blueprint Runtime Error: Accessed None from function: âLoadInventoryâ from node: Clear Children in graph: LoadInventory in object: InventoryManagerComponent with description: Accessed None
Error Blueprint Runtime Error: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property? from function: âAddInventorySlotâ from node: Branch in graph: AddInventorySlot in object: InventoryManagerComponent with description: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property?
Error Blueprint Runtime Error: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property? from function: âAddInventorySlotâ from node: Set ItemInformation in graph: AddInventorySlot in object: InventoryManagerComponent with description: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property?
Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_Array_Get_Item from function: âAddInventorySlotâ from node: Set ItemInformation in graph: AddInventorySlot in object: InventoryManagerComponent with description: Accessed None trying to read property CallFunc_Array_Get_Item
Error Blueprint Runtime Error: Attempted to assign to None from function: âAddInventorySlotâ from node: Set ItemInformation in graph: AddInventorySlot in object: InventoryManagerComponent with description: Attempted to assign to None
Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_Array_Get_Item from function: âCloseEquipmentWindowâ from node: Set IsSlotHovered in graph: CloseEquipmentWindow in object: InventoryManagerComponent with description: Accessed None trying to read property CallFunc_Array_Get_Item
Error Blueprint Runtime Error: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property? from function: âCloseEquipmentWindowâ from node: Set IsRightMouseButtonDown in graph: CloseEquipmentWindow in object: InventoryManagerComponent with description: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property?
Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_Array_Get_Item from function: âCloseEquipmentWindowâ from node: Set IsRightMouseButtonDown in graph: CloseEquipmentWindow in object: InventoryManagerComponent with description: Accessed None trying to read property CallFunc_Array_Get_Item
Error Blueprint Runtime Error: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property? from function: âCloseEquipmentWindowâ from node: Set IsSlotHovered in graph: CloseEquipmentWindow in object: InventoryManagerComponent with description: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property?
Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_Array_Get_Item from function: âCloseEquipmentWindowâ from node: Set IsSlotHovered in graph: CloseEquipmentWindow in object: InventoryManagerComponent with description: Accessed None trying to read property CallFunc_Array_Get_Item
Error Blueprint Runtime Error: Accessed None trying to read property Inventory from function: âOpenInventoryWindowâ from node: Set InventoryVisible in graph: OpenInventoryWindow in object: InventoryManagerComponent with description: Accessed None trying to read property Inventory
Error Blueprint Runtime Error: Attempted to assign to None from function: âOpenInventoryWindowâ from node: Set InventoryVisible in graph: OpenInventoryWindow in object: InventoryManagerComponent with description: Attempted to assign to None
Alexarg
(Alexarg)
January 5, 2017, 11:27am
1187
Hi! I got an update yesterday, that was the 1.7.1 ? is there anyway to see what version of an asset from marketspace I am using?