The survival inventory doesn’t have a delete save macro or function but as long as the save name in both save systems is the same the delete save macro in the building save system will delete all the save info, the delete player save function is for when a player dies to delete their save
**Hotfix 1.7.2
Patch notes: **Survival Inventory – Patch Notes – Defuse Studios
are there notes on how to how to hotfix myself? or should i just start over again and reintigrate the systems ?
i mustve screwed mine up because i couldnt save the inventory if it had the same name as the building save. my print string wouldn’t pop up until i changed it to Save 2 from Save 1.
Ok i may have been wrong you may have to have them on different names, I will a delete save macro in the inventory save actor next update. But if you want to add it now it would be the same as the building save but just in the inventory save actor. If you want them to save and delete at the same time just give one of them a reference of the other using the get all actors of class node and call the events at the same time.
I dont have any notes to add the patch as I had to mess around with quite a few things sorry
no apologies necessary, okay yeah so the only thing i had wrong was the delete player save then must’ve been why i was accessing none. alright time to reintegrate. is there going to be anything else in the next update wondering if i should just hold off? and model and animate. but there isn’t much more to ask for maybe a scrap button, and a way to make consumable items hold-able
Hi,
Could you help me how to If I pick up weapon category, then add this item to the Qickbar free slot ( or only add weapon item to the quickbar ) ?
I 'd like to use quickbar for only weapon handling, and medkit using.
If I use the weapon from quickbar then dont disappear the icon when Equip this item …any solution for this ?
Thank you for any help
Cheers!
Your project folder is in the project folder… after launcher download (vault) or install (unreal project folder) the survivalinventory folder is located in another survivalinventory folder. Even the notpad doc is duplicated
You will need to contact Epic for any launcher issues I have no control over how the files are distributed, I have tested mine and everything is working for me.
I highly suggest a forum for the intégration with building system.
4.18 integration is better with your new video but my first try turned into nightmare… changing enum has shown in the first step of your tutorial doesnt ask to recompile some blueprint (no * displayed on blueprint)… ive stopped my try in the middle after fixing mesh rotation… i have error while in editor saying the no placement during trace is not able to get reference to master building reference.
It seems that the cost variable that you changed name created issue too… i had to reconnect lot of pin.
ive followed your step but its hard to rely on the tutorial when i dont get same result on screen.
i can send you an email with the email related to the account i use on ue4 marketplace so you can send me the project files already implemented.
Thats most likely what caused alot of your issues, I didn’t change the name of the variables I added a new one and left the old one in place. Also you need to finish the whole video before it will work.
You seam to have an older version, The weapon category was there as an example, from an older version. The new holdable system means you can spawn your weapon blueprint without a separate category.
Yes ill finish it after work but in your video (half way) you’re showing that you can take an item in the level and spawn a mesh… (and youre fixing the mesh rotation just after) at this point i dont have the mesh preview displayed which i guess is related to my trace issue.
added a new one and keep an old one?
By curiosity, do you suggest to turn on the plugin at a specific moment to avoid error? Doing it before migrating the folder will be ok/better or can create issue?
You should enable the plug in as soon as you make the project.
But i still have weapon class , I solved it i guess
But I am trying to add ammo
I have made variable Ammo( like health) in playerinventorycomp. and I also make a new item in ItemData ,too
My question would be where can I set up or check if there is ammo in inventory then Set (Ammo variable)
WHere check the inventory if there is in an item or not and how much ?
Thanks
I would have an ammo variable on you weapon, then when you reload remove the ammo from the inventory an set the weapons ammo to the amount you had in the inventory. So when your player trys to reload run an event on the player inventory component have it check if there is the ammo that the gun uses if true then set the ammo on your weapon and remove the ammo from the inventory.
If you have a weapon class just set its parent class to the holdable class and you will be able to set it in the item data table
Do you have a bug tracker somewhere? Would be nice to know what bugs there are and what’s getting fixed.
I fix any bugs as soon as I am aware of them, as far as I know there are no bugs in the current version.
Here is the patch notes
Great! I should probably update and move my changes to this version. I was just worried another bunch of fixes would come out a few days later.
Would writing down which blueprints were changed from previous version make sense? I don’t know if it’s the majority but if only a few got changed it could make updating a lot easier.
Hello can you Make a Tutorial to add a Weapon ?