Survival Inventory

No sorry this is an inventory system you will have to add your own weapon system.

i cant save and load the build data the same way as before hotfix and 4.18.2 if you have any pointers before i can figure it out that would be great im pretty sure its the order of the event dispatchers i had the debug come up once for both saving and loading at event start but couldn’t recreate yet.

I’m not sure why thats happening , I just tested it all I did is have both the “Inventory Save System” and “Save System” actors in the level, set them both to auto save true and the timer to 20 seconds and change “Save System” save name to Save 2 and left the “Inventory Save System” as Save 1.

Everything works fine and thats on the 4.18.2 with the newest versions of both packs.

yeah autosaves work fine i should have been more clear i cant find a way to fire the save and load with autosave ticked off i copied over my same ui from the prehotfix project. onclick event to call event dispatcher hooked up in the save system, saves are labled save 2 again. maybe ill mess around with the delays

im getting firing right up to the save and load macros but not after

If you send me your project files I will take a look for you. You can send me a link at:

support@defusestudios.com

literally just got it working and it was all on me. i forgot to add the inventory save system and save system blueprints in both my menu level and play level. working perfectly now. sorry about that.

and thanks for taking out the time to help

did find an issue opened doors don’t demolish with the rest of a building check out this video at 6 mins Just Playing With UE4: 3 testing new menu save and load - YouTube

Yes , basically i have my current ammo,magaznie ammo, max ammo variables in WeaponBP… I thought to max ammo linked the Inventory ammo.
Now i have added an Ammo variable to ItemDetails. But isnt there a way to get count of an item if it is in the inventory ( not only if equipping or using) ?

have ya tried inventory -> breaking s item details -> ammo -> blah blah blah?
or setting the inventory ammo stack as a variable and calling the variable? is the current ammo the ammo you are holding with the weapon or currently in inventory?

Hey,

That has been fixed in the newest version but you can fix it by going to the Player Building Component then open the Door Check function and make it look like the 2 images below and match the settings of the box trace as this makes the check bigger so it can find the open door.

I dont really understand, you can get the item count from the item variable. If you want to get the total count of an item in the inventory just create a function and have a loop go through the inventory check if the array element is the same ID as the item your looking for then if true add the count of that array element to a total count then output the total count on complete loop.

oh okay thanks my launcher hasnt told me of any updates so i gotta just remove the local content every time i hear of an update

i will just reintegrate again hahaha is eveything stable now then? dont wanna waste your time askin how to fix whatever else was in the hotfixes

I haven’t got any more updates planned for a while now and as far as I know both systems are stable.

Alrighty I seriously and sincerely thank you, and commend you for all the hard work, feedback, and great systems.

[USER=“15702”]Defuse Studios[/USER] having trouble integrating again thought i had it down lol gone through the video a few times this time little stuck with items not getting placed even with enough resources/items the ghosting comes up but when i click i get nothing

sorry nevermind i wasnt skipping every other branch in the check and deduct resources

how do i get rid of these though? am i missing a valid check somewhere?

Blueprint Runtime Error: Accessed None trying to read property Mouse Over Segment from function: ‘Get Total Wood’ from node: Get Item Count in graph: Get Total Wood in object: BuildingMenu with description: Accessed None trying to read property Mouse Over Segment

Those errors should go after you copy the HUD files in to your project as those function are not being used.