DouglasR32
(DouglasR32)
December 25, 2024, 2:59pm
1
I’ve been struggling with this issue for the past 2 weeks or so i think i need help
so the way it’s supposed to work is … your supposed to add a particular actor to an array when you overlap the pickup …
if i check the items in the array from the pickup actor … it will return the expected value (pickup1 … pickup2 … etc)
however if i try to check whats inside the pickups array from outside of the pickup actor … it returns as … gibberish … or none … or something
the length says their are actors in the array
and if i used a string or a name it would work fine …
why can’t i get this to work with actors?
The code you have posted looks fine, so I assume you’re doing to the array somewhere else. Either in the GI or elsewhere.
You can always right-click on the variable to find out everywhere its used.
PS: I’m assuming this is all during one run. Obviously you can’t stop play, then restart, and expect something to be in the array
DouglasR32
(DouglasR32)
December 25, 2024, 4:24pm
3
yes, the Array is inside of my game instance / the GI
the original idea was to save it into a SaveGameObject and reload it into the GI when the game loads
this works with other types of variables however with the actor it farts up
but even if i forgo the saving function and use a basic event like T to load the collectedpickups after i collected em during the same run … they still return as ‘not valid’
Yes, you can’t save actor references, they are a runtime thing
Like I say, the concept should be fine, but if you do anything to invalidate the references ( like changing levels ), it won’t work.
DouglasR32
(DouglasR32)
December 25, 2024, 5:58pm
5
even without the save function
the same runtime …
the same level …
as soon as i collect something and press T … the actor returns as not valid
1 Like
Then I guessing you might be overwriting it somewhere. I can’t see all the code…
Auran131
(Auran13)
December 27, 2024, 6:25am
7
you’re adding Actors to an Array but not removing them, that i can see.
your actors are ‘Pickups’ usually a pickup with be destroyed on pickup, but the ref exists inside the array its just it’ll be a NULL ref
2 Likes
DouglasR32
(DouglasR32)
December 28, 2024, 4:07pm
8
oh … i see …
destroying the actor makes the thing in the array null …
… and you can’t save actors apparently …
somehow i feel like im not really any closer to getting this thing to work the way i want it to work …
how on gods green earth did ryan layley get their thing to work???
Auran131
(Auran13)
December 28, 2024, 4:37pm
9
if your goal is to save/load pickups a simple system is
on save you can GetAllActorsOfClass to find your existing pickups and save their class/transform
on load you can GetAllActorsOfClass, destroy all those Actors, then loop off your save list, SpawnActorOfClass at saved Transform