Hello,
I hope this is the right place to start a Cropout Sample Project specific mega thread for solving issues / learning new things / implementing new features using the aforementioned project whether development or automation oriented with Unreal 5. If not, please direct me to a better place as I would love to start a ‘mega thread’ somewhere for all things Cropout project centric.
I’m new with Unreal and as I go through the ‘Ask a Dev’ Tutorial videos I decided to slowly implement the knowledge I have towards the Cropout project as it felt simpler than the shooter one. I have stumbled upon some snags due to my lack of proper terminology /knowledge so was hoping somę of you could speed up my syruggles.
Can someone help me in understanding how I can access the values inside the blueprint nodes likę in the Screenshot as I am scratching my head trying to figurę out where exactly the array is stored and how to edit that. Or, any documentation will do as well. I like reading.
As part of the automation testing I wanted to understand how the save/load system works + deleting sales before tests (slowly getting there). This is mainly due to the issue I am having where a new villager is being spawned on most of the game starts (the default is 3 but the more I restart I can reach 20+ villagers and have tough time to debug that)
More questions to come, I guess, but for now I will be grateful for petting some light shed on those probably straightforward problems I want to learn operate around. Blueprints is so visually helpful but still, it takes time to get the hang of all the things.
I have figured out that in the Play mode, you can mouse over the nodes to see the values inside instead of a cropped text, so at least I know the array has 3 resource types (obviously). No idea how to edit that still, though. I guess it’s something super stupidly easy, as usual…
On a side note, I have exported the BP_Spawner file as .T3D via Asset Actions, no luck there either. Back to digging.
Indeed, it was obviously in plan sight. Focused too much on BluePrints side of things while completely overlooking the in-level hierarchy. Oh well, one problem solved, so can play with that.
I’m getting closer to figuring out the save/load system and fixing the extra Villager problem I am experiencing on Game Continue (still not event sure whether that’s by design or not), but anyways.
It seems that the moment I choose any villager and drag them to an interactable object to switch their job, Spawn villager or a call to increase the villager count is being triggered somewhere, which then the Save data pick up, resulting in the game state having 1 extra villager spawned if you Quit and Continue.
If I don’t drag to target any of the Villagers, the Quit and Continue keep the number the same.
If I Restart, the number of the villagers is set back to 3 as the Save data is cleared in that flow (the +1 Villager issue might stem from BP_GM or BP_GI, but debugging is difficult as don’t have enough experience yet how to navigate around, but soon :D).