having a hard time writing data to a struct array… following UMG Inventory Tutorial node for node, and in a Top Down template.
At the point where I ADD ItemInfo to the Inventory struct, it yields blank outputs… I’ve debugged using a Print String and it will print off the array SLOT integers as I pickup items, but it will not print out the data that should be the PICKUP text of the ACTION text…
Screenshot below, if you need more information please let me know. This works in 4.7 for the UMG UI inventory tutorial in the LEARN section… but I cannot get this working for top down template.
I have switched the part where you assign the inventory image to the buttons, so as to assign the same image to all buttons, and that works… so its not a problem with the buttons… and like I said I debugged with PRINT STRINGS and see that the returned array elements are indeed BLANK upon return.
For me to help, i need more details, as you can see i’ve just finished my own version of umg inventory and i can tell you that you can set data to struct array. can i see all the instances of your item info?
I"ve also included a screenshot of the construction script, and the event begin play sections. I’ve input a print string node showing that the item DOES IN DEED take information into the CONSTRUCTION script section to write to ITEM INFO.
I was able to fix this by taking out the SET VAR nodes after the BEGIN PLAY happens in the first part of the event graph… why does this work in the tutorial example, but not mine? What am I doing wrong?
On a happier note, this is solved with a difference of application… shown here:
Oh you didn’t remove the extra unassigned pins in your ‘Set Members…’ at least this is the step that I thought you missed. If I understand it correctly from your previous build you set members only in the actor but left the rest with nothng.
How would you remove the pins? If I was to COLLAPSE NODES on the node, it would want to rename it, but take away the unused pins… this isn’t the way it should be done is it?
According to the tut, it should be right click on the pin then remove all other pin. But i believe that was bugged because its effect will be different so you have to right click and remove unused pins one by one.
Because to not put somethng on an input pin will make that pin use its default.
Atlernately, you can connect your corresponding nodes to that set member node just like in the construction.
On my end though, i also didnt use the set member node in my begin play.