Not a problem at all
Generally all abilities are setup the same way. For getting specific cards or card types, you will need to filter the cards currently on the board for the player you want to affect, to get the card you are looking for. There are a couple of example abilities which get the cards on the board, and for each of these cards it checks to see if it meets a requirement, whether be the card type, name, health etc. Once you have the reference to this card/cards, you can run another For each loop and run your “Ability” code only on the cards specified. Check out “Get Card from Graveyard” ability, this will take in a card set to check and find the first one in the list.
That is correct. The mouse/ touch input is handled together in most cases.
To change this, apart from the Player controller where you have already tried to make the change, in the “Card Widget” there you will find where the input is set for the cards in the players hand. You should be able to go in here and find where the input is failing and make a few changes to fix this up. The Game Instance also holds the current platform and there is a “Get Current Platform” function which returns the platform and a bool for whether or not its mobile. Let me know if you need more info!
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Thanks for the picture, speaks a thousand words! Ok so the first thing. The Debug Data table node is returning before it reaches your new card set because of the “Empty Set” execution flow. If you attach “Row Not Found” from the debug data table node to your new card set this will fix the problem. Oh! And you will also want to move the “Empty Set” down to the bottom of the card set enum. This is when it will return in the current setup.
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This is a known engine issue. The issue occurs when starting battles in-editor through the main menu. As mentioned in the documentation, the workaround for this can be 2 things:
a) Start the battle with the arena already loaded in the editor (skipping the main menu) This will automatically connect both players. You will however need to set the selected card set in the game instance so that you have cards to play with.
b) Compile your game and run from standalone .exes. This will work both through the menu and ingame and completely skip any issues with the camera setup phase.
Hope this helps!