You Are answering the wrong questions there bud. if the decoration has a blueprint class like the** (storage create blueprint)** rotation wont change. other decorations do, my rotation has been implemented already. for the other Q right click cancels it yeah but if you Don’t have enough empty weight in the first place for it and crafting has completed. it will just consume your resources and give the inventory nothing.
think you’re staying up too late there Jake. ha.
Just an Idea.
Changing “None” to the Blueprint class to the (item) you want in BuildPartData
Then add this Item “Make Same” in ItemData and (IF) you want make it craft-able.
But make the Blueprint class a child of the main, this way it will work and rotate
by changing the Static mesh inside the Blueprint.
I made my campfire this way, and it rotates and fires up, and able to put on top of the foundations / ground.
(Like the Chair) but rotates just fine, and does animated and is a Blueprint Class.
Just ideas and only trying to help, so if a problem I can stop answering… ha
And on the other question yes the crafting situation is true and is a problem, I haven’t found a solution.
if it were set to none there would be no blueprint class screwing the rotation in the first place. but this But make the Blueprint class a child of the main explain this more… the main what?
No… lol - Changing “None” to the Blueprint class of the (Item BP) you want it to be. - Not remove it and make it None.
Right click the “StorageCreate” as the name is stated, and create a Child Blueprint Class. should be pop up showing options.
This creates a child of it.
What I would do is Clone the StorageCreate, then rename it.
Add in your own Static Meshes that you want to Animate then using the Rotate or Location as shown below.
To animate it…Mine is Highlighted:
You need to Make a Sequence off of the Play Animation: (Don’t forget to hookup the original that was there to - Then 0)
yours goes on - Then 1.
Then “Cast To” - your Storage / Item you want to use.
Then create new - Open Animation / Close Animation.
Just Copy over Get Owner, and Branch.
Connect them as seen from the original above mine. (Highlighted)
This allows you to use your item / storage as a animated item in game.
Like a Dresser Drawer, that opens and closes.
Now depending on what your wanting to do to Move it,depends on if it Rotates or Moves by location.
as I show in the pic. Are the options you need to make it move.
Hope this helps, Plus these can be rotated if you add them to the Building Blueprint where it States NONE, change it there.
How would you save the chests? I could save the backpack but I can’t save multiple chests.
Can you explain more Bud?
Not fully understanding what you mean
@Defuse Studios
Trying to get Foundation Stairs into the Engine but cannot use the default collision provided, can you do a video on adding building parts?
Thank Bud, as always
jake just quit answering everything you are saying to do has been done last week and you are not understanding WTF i am saying cant even get across to you that the blueprint class in building part data is set to the item i want, and if it wasn’t and it were set to none i would be able to rotate. all you keep doing is getting my questions bumped and makin me ask something multiple times
Hey guys,
@jakehowe2004
Sorry was away from my PC today, to answer the decoration rotation problem it is just a simple pin not connected, open the BuildMaster bp then go to the add new instance macro and connect the pin shown in the image below.
As for the foundation stairs i need to make some changes in the system but this is something I will be adding as a standard build type very soon.
I have not tried to create a save system yet but i will be in the next couple of days for another project so i will get back to you once i have it working.
reallly appreciate it defuse, macros went right over my head
@Defuse Studios](Example Power of 2 textures Content for import - Content Creation - Unreal Engine Forums)
Ok Sounds great cant wait for the changes, any eta on the release of the updates?
**@RydgeMrPinky](Renaming / Moving Assets and Blank Folders - Feedback for Unreal Engine team - Unreal Engine Forums)
You don’t have to be WTF Rude to people who only try and help.
Don’t worry, I wont reply to anything you have to ask anymore.
Typing something from one person perspective doesn’t always
get understood from another person perspective.
Maybe put a video up, on your situation or even more then just one picture
for people to see, and understand you better.
So anyways I wont reply to your questions anymore, so no worries.**
@jakehowe Dude…thanks for the info …you answered a couple of my question and I didn’t have to ask defuse…right on man!! Seems like you’ve been digging into this project and figuring crap out behind the scenes!
@RydgeMrPinky take a Valium or something dude…you need to word your questions better. If I was Jake here, definitely would have told you to go F$#@ yourself! But seems like Jake is the better man and smarter. WTF don’t post on a PUBLIC forum if you don’t want the PUBLIC to answer! Jake don’t fret the smaller man he’s seems like a little douche. Don’t answer anymore of his question…you might get his stupid!!
Hey guys,
I appreciate people trying to help each other out, but just remember sometimes peoples questions and answers can sometimes be misunderstood which can be frustrating at times but there is
no need to be rude to each other.
@jakehowe2004
I’m working on the update at the moment so hopefully it will be done by the end of the week but Epic are being quite slow to send updates to the store, which makes if difficult to give an eta but hopefully it will be up by mid next week with some cool new features.
@Defuse Studios](Example Power of 2 textures Content for import - Content Creation - Unreal Engine Forums)
Are you gonna provide a video / instructions on integration of the new things for those who already have developments going?
As this would be great and awesome of you to do.
@jakehowe2004
I will be doing this for the new save feature, but there are other large back end changes that are to complex to make a video on unfortunately.
Ok, well hope Epic gets off there butt lol and gets those updates out for us all so I can recompile / transfer everything over to the new setup.
Any details on the new additions? very interested in getting a scope of whats to come, also helps in getting ready for this.
HI! could you please enumerate what “back end” changes are you making?
Is just code refactoring or new features?
Just a feedback:
If you are making a refactoring, please considere separate things like player stats management from the inventory system. You can put them in a separate component making it easier to avoid if the project have its own stats implementation (I know you can disable them with a bool flag, but the code remains). This way you only have inventory behavior in your inventory implementation, just for the sake of modularity, and you avoid things like the inventory knowing what is “hunger” “or health”, things that the inventory shouldn’t have the need to know.
thanks!!
Survival Inventory
- Fix to the right mouse options to stop them going off the screen (they will now behave like the windows ones do)
- Added a notification system (Will notify when you pick up items,drop items,craft items and consume items as well as warning for full inventory as so on )
Note
I will make a video on how to integrate this update with your current projects
I have got more in the works regarding hand slots and a save system but that is a little ways off yet. [HR][/HR]Player Building System
An then for the Player Building System i have a bigger update almost ready to send
- Added save system (With auto save feature)
- Build Parts are now their own blueprints
- Added Collapsing delete mode (when enabled if you delete a build part that supports other build parts they all will delete)
- Added destructible meshes
- Fixed issues with grids sometimes not deleting correctly
- Removed unnecessary functions
- Removed unnecessary variables
- Improved naming conventions
- Added foundation stairs build type
- Fixed Blueprint rotation
- Less network traffic (due to less updates of instances)
Note
Due to the large number of back end changes i wont be able to make a video on how to integrate this with your
current projects.
Thanks for the suggestion I’m always open to advise, and i will look in to what you suggested that does make alot of seance.
Thanks
if youre not updating your inventory system heres a place to put an isvalid to get rid of quick clicking giving an error