Remap Items Array Not Working?

As a test, I have created a new PrimalItemAmmo_SimpleRifleBulletChild.

In the Remap Engrams, I mapped From Class EngramEntrySimpleRifleBullet To Class EngramEntrySimpleRifleBulletDuplicate

In the Remap Items Array, I have remapped From Class PrimalItemAmmo_SimpleRifleBullet to Class PrimalItemAmmo_SimpleRifleBulletChild.

The new bullet shows up in the vanilla Smithy, so that works. However, a Longneck Rifle does not use the new bullet as ammo. I know the WeapOneShotRifle is using the PrimalItemAmmo_SimpleRifleBullet as it’s Weapon Ammo Item Template. The Remap Items Array is not working.

Have I tested the new Remap Items Array correctly?

I’m using it and inside the Dev Kit it’s functioning fine. I don’t know about outside as I haven’t cooked it out and tested yet. You need to remap the simpleriflebullet to the child you made under its ammo item template, and in one other location as well that I can’t remember off the top of my head right now. If it’s not able to be equipped or is showing up only in a stack of 5 or 6 at a time then you probably overlooked one of the places it needs to be remapped at.


I think your describing the pre v190 method. Did you read the OP carefully?

Pre v190 you had to make a new rifle, to work with your new bullets, and on and on. That’s not what I’m doing in the OP. I’m trying to use the new arrays to only make the bullet, and have it work in all the vanilla items. That should be possible now.

“WeapOneShotRifle is using the PrimalItemAmmo_SimpleRifleBullet as it’s Weapon Ammo Item Template”

I read OP very carefully. I’m not describing any pre v190 method. Just because you can remap the item, doesn’t mean it’s also remapping the ammo type array for the gun as well. Canna-Ark has lots of custom projectiles in it, and that is how we’ve had to accomplish it. For example: If you we’re trying to use custom arrows on a bow, then Weap_Bow needs to be duplicated and then modified to use CustomArrowAmmoType otherwise it will not be compatible with the new ammo type.

I think you are assuming that the remap item array has more functionality then it actually does at this point, but who knows I could be mistaken & it might have that functionality. Pretty sure it doesn’t remap the projectile type since the problem is occurring for you.

That sucks. I did assume that references would also be remapped. That’s really only half the job done if they are not.

I’m not sure I see the point of this new array. It may get your item into the vanilla smithy, but if there are any other references it won’t work anyway.

Again I could be incorrect, but from what I’ve been told by one of the Dev’s about the recent update, there wasn’t any mention of this functionality :confused:

It would be wicked if it worked that way, but I think there is still some exceptions for what things are re-referenced.

It really doesn’t make any sense to only go half way.

I get that it solves the problem of everyone having to create their own Smithy. But if they just took that one step farther, in the scenario I tested, you wouldn’t have to create a new rifle and 5 attachments, just to use the bullet.

Anyway whatever. I had this work done weeks ago. I’m only investigating cleaner easier ways we can get rid of the unnecessary junk that we have to include in our mods.

Well, we need to remember that having a single blueprint remapped is a ton of different calls that need to be checked, and be WRITTEN to be checked. UE4 doesn’t have this feature by default, so it’s going to take them some time to get it fully setup I’d assume. Anything they are adding in custom into their source will take a bit of time depending on what it is, and how intricate it is.

And I understand, I’d love to have easier ways of doing this, but in retail UE4 this is how it is for Game Designers. I guess I’m pretty patient with it because I work with UE4 outside of modding, and am just used to this workflow.

Honestly though, this method does save some work and every little bit helps.

I did move everything back to the vanilla Smithy and Fabricator. That’s a win, and ensures better future compatibility with the Vanilla game, and dirty mods.