Inventory class is the base class for Weapon.
Current Inventory slot is declared in WeaponEssentialsCharacter.h
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Inventory)
AInventory* CurrentInventorySlot;
I have declared current ammo variable in weapon.h as:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Config)
int32 CurrentAmmo;
Having trouble casting in blueprints, I know how to cast in code, e.g.
AWeapon* Weapon = Cast<AWeapon>(CurrentInventorySlot);
I don’t understand why this isn’t working.
Fen
(Fen)
2
Hello,
Your “cast to weapon” exec input and output need to be connected.
Thanks alot. Worked perfectly once I attatched exec input to MyCharacter and output to set text.
As a side question, why don’t Widget blueprints show the ‘arrows’ going to and from nodes when you play the game like they do in normal blueprints?
Fen
(Fen)
4
I am happy that helped you ^^
I don’t understand what you mean by arrows. If you could give a link or a pic of it, i could try to figure.
You can see how lines are pulsating when the game is being played to show it’s working.
Fen
(Fen)
6
Oh ok, this is the debugging :
Blueprint Debugging | Unreal Engine Documentation I don’t know why it doesn’t work for umg (maybe because it needs to be set in level…)
Debugging works in UMG - you need to specify what instance to debug at the top, where it says Debug Filter.
-Nick