Hello - I have recently been exploring the new custom weapons setups.
I have noticed if you make a custom item with a built in superclass (like “Assault_Rifle”), it will spawn in a native mesh that matches the weapon. This is great - I can attach custom definition scripts for my own unique inventory system, but I would like to change it’s name on the pickup message.
To change names, I have tried to make my own “item_interactable_component” which extends “interactable_component” - the problem is this prevents the native pickup component from being created, and the mesh, so I am left with an item that has no mesh but does have a unique name.
I could also add a mesh component on top, and this completes the loop - but the problem is I just want the basic scar/m16 model, with a new name (like M16 or Scar, for example) and have the pickup behave like it normally does (the nice, floaty animation)
It’s quick/easy to use a superclass to make items for my game, but I would also love to change the display name in game, basically I would love to do either of these things:
- access these static meshes to create a custom item using the in-engine assault rifle mesh (not the one that is in scene graph, I literally mean use the SCAR or M16 models.)
- Change the interact message without removing the native item mesh/behaviors
Are either of these possible?