Cropout Sample Project - Unreal 5.5.4 - Mega Learning Thread

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. :smiley:

  1. 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.

  2. 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. :smiley:

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. :smiley:

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. :smiley:

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).