Survival Inventory

yeah the copy and replace part ive done that but it seems like its not actually doing it ill try again would that account for no mouse on containers too?

does my launcher have to be closed as well or just the editior

yeah i keep getting the same errors after copying those in should i just delete Mouse Over Segment functions?

Blueprint Runtime Error: Accessed None trying to read property Mouse Over Segment from function: ‘Get Total Stone’ from node: Get Item Count in graph: Get Total Stone in object: BuildingMenu with description: Accessed None trying to read property Mouse Over Segment
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
Blueprint Runtime Error: Accessed None trying to read property Mouse Over Segment from function: ‘Get_TextBlock_2_Text_0’ from node: Return Node in graph: Get_TextBlock_2_Text_0 in object: BuildingMenu with description: Accessed None trying to read property Mouse Over Segment
Blueprint Runtime Error: Accessed None trying to read property Mouse Over Segment from function: ‘Get_WoodName_Text_0’ from node: Return Node in graph: Get_WoodName_Text_0 in object: BuildingMenu with description: Accessed None trying to read property Mouse Over Segment

dont think i can delete that after looking at it. I’ve downloaded the integration files a few times now and used both 7 zip and winrar to unzip so i don’t know whats going on. all i get when i copy files in is an import error of structproperties on building menu and building options menu for cost, but those are easy to plug back in. but other than those few errors everything runs smooth

any chance could get a different upload for the integration files. i will note that I have integrated successfully 4 times since the 7th with different hot-fixes yet i have the same Accessed None trying to read property Mouse Over Segment errors in all of them

I have replaced the files, just some is valid checks missing on that widget.

thanks a lot

is there a way to make building parts into items i can place when i use like the first version of integration?
aiming to be able to use the radial menu as is but use the s item details Building type data table row handle as well which would skip the radial menu straight to ghosting because it already knows which item is in hand.

put build type data table row handle in s item details?

@RydgeMrPinky

you could add a data table row to the item details structure then in the use function in the player inventory component check if this handle has a valid row and the just call the select build type on the build component

ill see what i can do thanks may have a consume question cant seem to get rid of the item ill let you know if i cant figure it out

thanks for pointing me in the right direction i got it working how can i turn off placement mode automatically after i have placed build part?

When doing the migration:
When im creating a new function named Deduct Resources into PlayerInventoryComponent;
the S Item Cost Struct variable type is not available in the dropdown list or the input.

you have to open s item cost and save it then it will be in the dropdown menu

Tried with no luck :frowning:

how about bpbuildmaster and buildpartdata?

and buildpartinfo

did you change destructible mesh from object to the destructible mesh part yet?

Hi [USER=“15702”]Defuse Studios[/USER] ,

could you give me some tips where should I messing around, if I would like to achieve the WeaponActor(Holdable Actors) or Usable Medkit, will be added to Hotbar automatically when I Pick up, and ammo,armor, or other would be add to inventory slots ? I have tried when “Add Item” branch (Adding hot bar)
thank you

yes all done