How can i remove the payload from inventory slot "on drag detected" the easiest way ?

I see… I just changed the drag and drop to the action bar slots widget which hold/ contains all the individual slots togheter. Now i can connect this to add child node. But it is now invisible when i drag a skill. I awso replace it with the individual ActionBar Slot UI but same result. Then i try to use the Drag UI widget which is used somewhere else in the tutorial so i replace it with that and still same result like on the video below…

This is incorrect:

Note, that your payload is this:

So cast to that - SkillButton_UI. Also, it becomes immediate obvious you no longer need the pipe in the skill data. You already have it all in the widget that became the operation’s payload.

Essentially, you drag the entire existing widget already, with all its data inside. The drag and drop OP’s Payload accepts any object.


My biggest gripe with this that it seems that slots are the skills - it looks like they hold all the data. Slots should be just slots - an empty container with barely any script, they should not know how skills work at all. They should be agnostic, disassociated with what’s inside them.

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Here is the kicker… Those indeed have no idea how the skills work because this are located on the character bp itself. There is no data in the struct that is linking to those skills directly. The data struct in the widget/skill button contain only some text info and an image of the skill and thats it nothing more.

So far i changed now the “cast to” the “Skill button UI” but nothing changed. It is still invisible when i drag a skill from the skill tree.

I made something :smiley:

It all works now. I first found out it was easy to “hide” the skill so i could move it from slot 1 to 3 for example and the skill icon would disappear when moving it to the next slot. So i got so far a couple of hours ago. But the problem was i could still press key 1 even if the skill was awready moved to slot 3 or 4 and so on. So somehow those slots has stored the info that the skill was in there even after moving it elsewhere. Basicly i had to somehow reset that info that the skill was not there anymore. And because the info was stored on the struct as i found out i had to set this struct like on the video here and change the icon image to the default slot image…

It took me around 4 hours to figure this out :joy: It doesn’t seem like much but is a lot to me. Ty for the help again and your time i aways value it.

Acctually that the whole skill system now fully works with pressing a key is because you helped me out around 1 year ago on it. And yestarday i rechecked this old post how to assign a key to this action bar slots and started trying again… Because i couldn’t make it back then. And from your post where you point me out how to make this system to work even if it was not conventional even back then. So without your help i wouldn’t have made it and still sit on it… So thx a lot and after 1 year i finally made the skill system working as intended…

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