I have another silly question…
I am having a hard time finding where the defaults are stored for what you start with in your inventory. When you first load in to the InventoryExampleMap there’s two rings, armor, boots and a weapon in your inventory. Where is it pulling that information from?
I’ve been looking through my player character and player controller with no avail. Maybe I’m blind?
But basically I want my character to start with a certain set of default clothes and when they equip something, hide those clothes, then when they unequip something show the default clothes again; like underwear.
I see that when you unequip from a slot it changes the index Item ID and Item Quantity to -1 so that there’s nothing in that slot (In the InventoryManager BP) Is this where I’d set default clothes?
Hope that makes sense! I appreciate any responses.
EDIT (Basically what I have going on is a system similar to Breath of the Wild. You can equip a torso and legs which complete full armor. So rather than making meshes that fit OVER my character mesh, I wanted to make meshes to REPLACE them. So when my character is “naked” they are actually wearing a Torso that looks naked and Legs that look naked. When they equip a Torso piece (Like plate armor) I want to hide the default “naked” Torso and show the armored Torso. Same with the legs.
I figure I could achieve this by making the default slots for the Torso and the Boots be already filled with my “naked” Torso and Legs but not show an image. When nothing is equipped in those slots then the “naked” pieces would automatically equip (otherwise my character would just be invisible.))
This would also be helpful for hair styles. So that when a helmet is equipped the hairstyle could disappear, when the helmet is unequipped it reappears. 