This is a copy of the post from deep in the SUPPORT section, we’re not getting any headway in there, so moved it out here for easier viewing.
The original problem is just as it states: After recreating a new mortar and pestle, the CRAFT Button never appears within it no matter what any of us from the original posting have done.
On To the final post I put up, documenting how to make your own mortar and pestle - that doesn’t craft anything (ha!):
Alrighty. There seems to be too many places you can ‘add items’ for a crafting inventory.
From what I’m finding out - the INVENTORY BP is - well, useless except to make me re-input what is already in the component tab. EXCEPT for the reference of the inventory BP in the ‘crafted’ item’s “crafting requires inventory component”. Not sure how those are linked in anyway - since you can’t tell the component tab which inventory file it is to use.
Putting things in the Additional Structure Engrams just duplicates what’s already in the Components Tab (making 2 appear in the list of craft list instead of one.)
So I started over. Let’s take the steps in earnest and see what happens:
I create a new item - let’s call it: Powder - a consumable item. So its files are: EngramEntry_Powdertest and PrimalItemConsumable_Powdertest – for simplicity
I copy the Main BP, Structure, Inventory and Engram of the Mortar and Pestle Original to the new mod folder.
I rename these to fit the new item test (we’ll use mandptest, EngramEntry_mandptest, PrimalInventoryBP_mandptest and PrimalItemStructure_mandptest). Clear the Default Inventory Items and Engrams.
I go through the PrimalItemConsumable_Powdertest and point it to the new PrimalInventoryBP_mandptest.
I go through and add the new item to: the mandptest component tab and the PrimalInventoryBP_mandptest Default Inventory Items (the PrimalItemConsumable_Powdertest)
I set the Default Engram to 1, requiring the Engram to be learned to use. A 0 would be like making paint, it just happens when you have the ingredient in the item.
Add the mandptest to the Additional Structures to Place in PrimalGameData_BP.
Add the EngramEntry_mandptest and EngramEntry_Powdertest to the Additional Engram Blueprint Classes in PrimalGameData_BP
Now here I would normally have added the PrimalItemConsumable_Powdertest to the Additional Structure Engrams under the For Class mandptest (but this just adds a duplicate to the list of that item already in the component tab’s Default Inventory.) I’ll reference this again in a second.
Let’s Test the New Items: put the PrimalGameData_BP into a TestMap’s Primal Game Data Override and start the In Game Editor (Alt-P).
Everything seems smooth. I give myself enough experience to be able to purchase some engrams (like a player would have to do).
I Learn the Engrams to Craft the new mandptest structure and the Powedertest crafting item.
I craft the new mandptest. It appears in the inventory just fine.
I place the new mandptest, it places just fine.
14 I access the inventory of the mandptest. It shows in red the Powdertest (no craft button).
I add the ingredients to make the Powdertest item it turns from red to the proper color (no craft button).
I wait a second, still no craft button.
Smash Head into brick wall to dull the pain of this.
18 Exit the Editor Playback (ESC key).
Not sure what more I could possible do. So I try adding the item to the additional structure engrams.
I return to step 8 - and complete it.
Re-run 10-13.
Except now there’s 2 Powdertest showing in the box instead of one. Both react to putting items into the inventory for crafting. Neither are craftable and the Craft Button is still not showing.
Ok, what I think I have here is a strange failure for me to communicate what it was I am trying to do.
I wish to leave the Original Mortar and Pestle Alone.
So I created a new one - in this case the mandptest.
This new one should have it’s own creatable items - separate from the mortar and pestle.
I think I am approaching this whole mess the wrong way. So I am going to take a step back and review the entire process from scratch.
Well, this seems to be beyond anything normal programming I can handle. It’s using some crazy mixed up multi-class/child hybrid from hell I can’t figure out.
So I am now humbly requesting someone please post a step-by-step walkthrough on how to do the following:
Create a New Structure to Craft Items In.
OR
Re-Use The current Structures (with a different mesh) and have them craft the new items, but not their old ones.
#3 was the step missing. I’d read many times to delete the old inventory - but did not know your NEW one appeared in that list as well. (probably because mine appeared so far down on that list.)
I kept reusing the older one, but changing the inventory. Bakka Bakka!
Weird, I was sure it was the activation thing. The funny thing is, to craft anything in any structure, it has to be activated. It’s just that the ones that appear to not require it are always on as far as the game is concerned - they have “auto activate” set to true so they activate upon placement, and you can’t deactivate them.