Hey! Yeah we will work on a tutorial as soon as possible! Sorry that we haven’t released one yet, we were a little busy!
Thanks a lot! We don’t have any updates yet - we’ll start working on one after 4.11! Don’t worry though, we’ll update Sellfy and the Marketplace at the same time so you will receive everything!
Yep, as I said before we will work on a tutorial - but yes it should be quite simple to use the stuff we have in there! There are examples for everything -including the tabs
Thanks everyone and post any questions here as always
Hello! Since I am not experiencing this could you give me some reproduction steps? Does this happen if you are playing the level or only the editor should be open? I am not sure why this would happen, since it’s a blueprint project only! I will give it another look again today but if you could pinpoint what causes it and when, that would be very helpful!
Sorry you are having troubles! If I find something I’ll post it here asap!
Glad it was solved! I also tried to reproduce it yesterday and I couldn’t! If you encounter it again please notify me and we will look into it again! Good luck with your projects!
Hi, I’m wondering if you’ll be adding different designs etc. to this and possibly allowing for complete custom windows with your interface? I have it but haven’t fully checked it out yet.
> Hi, I’m wondering if you’ll be adding different designs etc. to this and possibly allowing for complete custom windows with your interface? I have it but haven’t fully checked it out yet.
I have it. You can do a completely custom Window really easy. There’s a bare bones window with nothing in it, just the background/border/X-close button. Resize it, make whatever you want and it works and looks like everything else.
Hey, yeah as skobes said it should be quite easy to add a different design. Nevertheless we don’t plan on adding any totally new designs. We only plan on supporting the current stuff we got and keeping them up to date!
Yeah, we are aware of this issue! No idea yet for the reason and it started only on this version! Preview 7 was working I think! We’ll try to fix this asap and release an update! If anyone knows the cause of the crash or can offer some help it would be immensely appreciated!
This pack is fully integrated into my project, when I upgrade the whole thing to 4.11, it doesn’t crash. I use most of the UI components in my startup map too.
My suspicion is that it’s something in the code of the initial showcase map.
Also, in my project, the bars no longer update. The event callupdateBar fires, but the actual UI doesn’t update and the bars stay at 100% health/mana. The code is unchanged from 4.10, so I’m assuming it’s how 4.11 handles event dispatchers?
This will need to be addressed once the load crash is sorted out, as it’s a pretty important function of this pack. Any clues on this to the dev from fellow users would be much appreciated by us all.
Hey! Thanks for the help! You helped a lot by giving me a starting point! I opened the project in 4.10 and started removing stuff from the level map 1 by 1 until I found what caused the crash! It was the “Objective” actors located all around the map! To be more specific it was the “Objective Description List” Inside that actor! It’s not the first time that structs give me update crashes! After so long they still are a bit buggy! Anyway!*** If you remove those actors (Objective 1 through 7) - in the world outliner - or just clear their objective description variable it should update to 4.11 without a crash! :)***
I could find the other issue you talked about - the bars not updating and I am working on it this very moment! I think I’ll find a solution soon enough! Crashes are a lot more difficult to track down in ue4 that stuff like this! I will submit the 4.11 version to the marketplace when I get it ready (should be today!)
If you guys find more things that were broken in the update, reply here and I’ll have a look!
EDIT: The “bug” with the bars not updating is found and fixed! It was quite easy actually and it had nothing to do with the event dispatchers! For some reason the “tick” in the parent widget was not called if you didn’t call it in the child like this:
This has to be done in GradientBar_T1-8 widgets! EDIT2: Same with the ActionbarSlot_T1-4! Of course I will upload a fixed version! I am writing the fixes down since I know that the marketplace often takes some time to add the updated versions!
I’ve just had a N00b moment… just to clarify if you Right click on the event graph of the gradient bar you’re using and click ‘Add call to parent function’ on the greyed out ‘Event Tick’ and connect them up.
hi! any news about the multiplayer capability of the gradient bars?
UMG doesn’t communicate with character blueprint in network, so the event bind does not wprk either, and thus, the HP on all clients is always 0. it only works on server, which makes no sense.
i really need a workaround for this, this was the main reason for buying the interface kit.
Also actionbarSLOTS have an error with shadowing (IDK, I guess a circular reference?) so I just deleted them as I had ported all the code to C++ anyway.
Hey! We will be working on this soon - sorry we had some issues with the upgrade to 4.11 that we had to prioritize but I haven’t forgotten about this! We will check for multiplayer support and see if it’s possible and how easy it will be!
Yep. We haven’t really tested anything with C++ since it’s a blueprint project. If you find any solutions or anything you would like to share please do Some people might find it helpful!
I got the gradient bars working on multiplayer. Honestly it’s kind of implementation specific, I have a custom spawning system in place. I overrode ARPGPlayerController::ClientRestart_Implementation(APawn* InPawn) and rebound the delegate event dispatchers to the new pawn. I don’t think this will work on the first spawn with the base spawning system though, but will work on respawns (like after a player dying).
But really I think creating an entire networked game when you’re selling a UI kit is kind of an unreasonable request.
No worries, the nativize blueprint to C++ compiler is still experimental.
Hey, for your first question. Do you mean saving them with the save system? I have not experimented with that but I guess once you get the hang of how stuff gets added to the actionbar, you can save the state of the actionbar and then build it from the begining on load.
For starting with an action bar - That shouldn’t be too hard. Just check how stuff is added in the actionbar (when the drop operation is called (it’s actually just a single event dispatcher with the slot number and the spell as an input). Then just call those events in an “Event Begin” node (after a short delay for everything to be initialized)! Everything should work right away!
Thanks for the reply, I am having a little trouble finding out which blueprint has this drop operation event to learn from, your help is greatly appreciated.
E: Okay, I think I might be on the right track for now, looking under ActionbarSlot_Base’s event graph, the Set New Content function?
E2: Checking out ActionbarSlot_Base > On drop
Yeah! The actionbarslot_base -> on drop is the correct location to look! As you can see in the lower graph when you know the spell you only have to call “Update Action Bar content” from the prototypeUI_Controller!
If you dont know the spell you should first find it (I use the function “Get Spell” (also in the controller)) where you only give the spell class!
The thing with multiplayer is that the user interface kit is supposed to be a UI only kit (Dont forget the UI is supposed to run locally only!). We didn’t want to touch the underlying mechanics of anyone’s systems. So the only thing we did was give examples of how those mechanics can be implemented(so you can learn from and hook up your own). Don’t forget we wanted to make easy for anyone to follow the BP code and understand how it works in case he wants to hook it up with his own system. Making something multiplayer by changing stuff that is supposed to be examples and making them harder to follow and more complex is not something I am fond of! Anyway I will think how it could work without making it more complex and I will post if I get somewhere! Thanks!