This product includes a modular Windows styled computer system, with several applications. Each app uses a data table, therefore can be easily extended. The email, image gallery and audio and video media player app use an array - containing the IDs for the app data table content, available. The array's could be added to your save game to record game progression.
i have the “Modular Computer System” and i replaced anything in the blueprints and everything to my character and i got some errors that i really need your help with.
thank you
Update the PlayerCharacter reference inside UI_Computer with your character, but before you do this copy the EventGraph code from BP_ModularComputer_Character into your character, then update the PlayerCharacter reference inside UI_Computer
Notice that the function UseComputer inside BP_ModularComputer_Character (added to your character) needs to be called when you want to load / start the computer. And notice that the PlayerCharacter reference is set through the Create UI_Computer widget ‘Self’ (your character) node.
i did all of that already but the different is because of my interaction system i put the all the logic instead of the player, in the actor blueprint
i need to set it in a different way?
Usually you place this kind of code inside the player character or the player controller, if you use something else you need to update the PlayerCharacter variable to the Blueprint you are using.
When you have the error “Accessed None .. PlayerCharacter” it means that Unreal was unable to link the reference. Sometimes this can happen due to the loading order in your blueprint, and why you add a delay, to make sure that the reference was set successfully.
What you can try is the following, set the player character reference with a cast to node prior to creating the computer widget.
An alternative is to set the variable for the computer OnBeginPlay of your custom blueprint, if you use a single computer the reference can be set like this