Survival Inventory

yes… no change :frowning:

if you duplicate it can you find the duplicate under dropdown? and if you make a new blueprint structure can you find those?

Hey,

I’m not really sure other then opening the S_ItemCost struct and saving it, maybe restart the engine after saving it.

If you go to the add item function then add a local variable called first check and copy the images below (Sorry its a bit messy) but we do a check to see it the item is holdable if true check the quick slots first and set first check to True if there are not spaces on the quick bar then the first check branch will run the whole inventory and add it to the normal inventory.

Call the “Select Build Type” event from where you need it, split the build type pin and set the name to Upgrade that will get rid of the preview.

thanks got it setup, **can add this in to cancel crafting an item if you dont have an inventory slot left instead of eating up crafting cost **

getting this while placing build parts with a blueprint class

Blueprint Runtime Error: Accessed None trying to read property CallFunc_FinishSpawningActor_ReturnValue from function: ‘ExecuteUbergraph_BP_BuildMaster’ from node: On Spawned in graph: EventGraph in object: BP_BuildMaster with description: Accessed None trying to read property CallFunc_FinishSpawningActor_ReturnValue

Where are these boxes listed cant find where want to hide during play

also open doors still won’t destroy after integrating with the new hotfix from player build system

get all actors of class needs to be changed from bpstairs to bpdoorframe

duplicate is displayed in the dropdown … but the original still not displayed

Someone knows why its happening?

then delete the original if nothing is working and replace reference with duplicate. or first did you remove any of the of the data from s item cost? if not try removing item cost 7s lines and save if that works re-add them.

if you want that many

nevermind never watched the new add build part video

also in integrated projects if you try to build after respawning you get these

Blueprint Runtime Error: Attempted to access PlayerBuildingComponent via property Player Building Component, but PlayerBuildingComponent is pending kill from function: ‘Interact Text Visibility’ from node: Cast To MasterResource in graph: Interact Text Visibility in object: BuildingHUD with description: Attempted to access PlayerBuildingComponent via property Player Building Component, but PlayerBuildingComponent is pending kill

I must of forgotten to turn that off, Its the function called “Window Check” in the “Player Building Component” just change the pin called “Draw Debug Type” to None.

thanks any way to get rid of trying to access player build component after death and respawn?

I can’t seam to get that error on my project, are you doing anything particular when the character dies. As a side note you may want to add this “IsValid” node in to the “Save Player Stats” function shown here, Should resolve errors for people after they have done the integration tutorial.

if

i already had that check in place when i went to look. but i was looking more and it gives me the error when i build after death but i still build

Blueprint Runtime Error: Attempted to access PlayerBuildingComponent via property Player Building Component, but PlayerBuildingComponent is pending kill from function: ‘Interact Text Visibility’ from node: Cast To MasterResource in graph: Interact Text Visibility in object: BuildingHUD with description: Attempted to access PlayerBuildingComponent via property Player Building Component, but PlayerBuildingComponent is pending kill