Hello, I’m having some difficulty with trying to enable the “remote use item” from a structure inventory.
What is necessary to allow for remote item use? (simply ticking the box on the consumable item in question does not enable this from a structure inventory). Works just fine in player/dino inventories. Where is the difference located? I can’t find any flags on the structures that seem to control this.
*EDIT: I’m not interested in this for any reason other than to trigger the “Item Used” event, I have my own graph & variables set up for functionality.
Oh yes, sorry, I made my own it’s a custom structure. I copied the stuff from the smithy over and started tweaking things there. They are copies with the same parents as the smithy. Items copied are the PrimalInventoryBP_AnvilBench, storagebox_Anvilbench, and PrimalItemStructure_Anvilbench.
What I want to know is what is it that makes these not allow remote item use?
It’s not the “Allow remote use in inventory” check on the consumable item. and I cannot find a field on any of the BP’s related to the structure that make it allowable.
Also if there is an inventory that allow remote item use, which one? I can’t find any structures that allow it
Probably because remote use requires the actor to be a pawn. And structures are not pawns. If you are trying to make a structure ‘use’ an item, make it a fuel burning structure and have it activate/deactivate. You can put in custom strings for Activate/Deactivate.
Perfect. It doesn’t work exactly like I imagined, but that’s okay :). For anyone else reading this using an item as fuel does not trigger the “Item used” event; However, structures apparently have some other event triggers that can be used that I didn’t know existed. For instance you can a path similar to this to detect if the structure is active:
Meh I like my new approach better I think. Besides I’ve already gone through the effort of creating my own recipe system for this effectively that uses the activation event I put above. Thanks again for guiding me that direction, it is much more elegant in actual gameplay.
What I did end up doing was creating a sphere component to the structure and set an actor begin overlap event. It then checks the actor type to make sure that it’s a child of “player pawn test” and if so that it basically wakes up all the subsequent scripting that I have going on a looping timer every second. I think this a better approach, especially if this gets used on a server. Any of these structures that basically aren’t being used anymore enter a sleep mode on server restart.