Hey!
The spells are not triggered if you click them. We are aware that this is not in the kit. Nevertheless this should be extremely easy to implement. It should suffice to call the “Use Slot” event found in the ActionbarSlot_X during the mouse down event (bind it from the icon border for example)
Another way would be to call the event dispatcher from the UI player controller “Use Actionbar Slot”.
For both of these ways you have to provide the “Slot id” found inside the actionbarslot widget as a variable. (already set for you)
Yeah! I was able to reproduce that. I am not sure how it got away - we may even have found it in the past but messed up while releasing a fix?
In any case I’ll note it down and fix it for the 4.13 update!
If you want to fix it right away, I am attaching a quick fix (just add a check for the Assigned Actors validity in the “Use Slot” event):
Hello and thank you for your superfast responses. I’ve already made the mouse click and the validity check changes and they are working fine. I called Use Slot from a OnMouseUp event so it does not get mixed up with the drag drop functions.
I have another question. I see that in the Windows/Widgets folder you have blueprints for WindowTabs. I do not see these implemented anywhere. Maybe I’m missing them though. Could you point me in the right direction, or maybe give a quick description on how to set them up?
Hey! No problem! It’s actually very simple (check the attachment)
All you have to do is create the widget you want and then add it to the content array (right before the Create Window Macro)
Hey! Yeah of course it’s going to be updated. I forgot about putting 4.12 up, but now I have both versions and I’ll put them both today!
By the way I submitted yesterday to the marketplace the 4.13 update that includes the bug fixes mentioned here. (Everything else worked fine after the update!)
Epic’s Cut is different than sellfy I would assume. The marketplace is worthless for everyone why would anyone use it if you can get the asset elsewhere cheaper?..
True true, but I am Lazy, so I prefer to have them added in to the launcher, unless somebody have a plugin, so I can install plugins, that I buy on Selfy?
This is actually the issue with that. Epic takes more from the seller, takes forever to push updates and provides absolutely minimal (if not no) support for buyers. They rarely, if ever provide refunds on broken assets and they really could care less because they aren’t making money off the Marketplace… So they simply don’t care… Which means they don’t care about the sellers and clients. The adding to a project from the launcher, which is sometimes broken because they haven’t figured out when to create project and when to add a component is a steep price to pay for not wanting to open up explorer and just copy the contents from one folder to the next.
that is paying 21 dollars to add it from the launcher… Is that really worth it? If it is you are simply part of the problem in this world. Economics is not that complicated and people who don’t think about it don’t understand why everything is broken in this world of humanity.
Well, the choice is easy for you… Don’t purchase items off of the marketplace. Why would you support a company that doesn’t “care” about sellers / buyers.
Hey. Just wanted to say that the difference in price is due to EU VAT. The prices I have set for in the marketplace & sellfy are the same ($59.99).
Now I am not really sure why Epic charges the VAT and sellfy doesn’t (maybe Epic is based inside EU and sellfy isn’t?)
EDIT: I think it was a mistake on my part. I probably forgot to press the save button (which in my defense, was a bit hidden…) after uploading the file
Would you mind trying again? Should work now! Thanks
Has any one noticed when completing objectives the new objective title sometimes is gray. Just like the text or maybe the Title is not having its color reset back to white after the fade out? Its not all the time just on some objectives. If anyone has seen this issue do you know what is causing it? I can’t seem to find the issue.
Hey GameMaster79!
Did you find a solution? I couldn’t see the issue you are referring! Does it happen on the showcase level too? Or on a level you have? Any steps to replicate it, so I could have a look?
Oh and finally, does it happen on all UE4 versions?
I never found a solution. Its just an annoyance so I moved on for now. It does NOT happen on the showcase level so its something I’m doing. I just cant tell what the problem is I hoped others might have seen this issue. Guess not. I’m in UE4 12.5. Hmm I will have to dig into it more now
I have 2 problems. 1st is that the talent tree widget always open up unexpectedly when I double click on the screen, or when I drag a skill into the action bar
2nd is that everytime I open up the spellbook widget, there are 6 spell actor generated, I am afraid this is an overflow problem. Then I found the “Available Spells array” in the controller is always empty, what is this array for? I think spawn all kinds of spell actor at the beginning and keep using them is a way to avoid overflow, but I don’t know if this change will cause other problems
The first issue is quite strange. Does it happen in the default level showcase? I am running it now and there’s no such thing. Is it possible one of the keybinds is mixed up? The windows are opened in the event graph of prototypeUI controller, is this firing? Anything that you can tell me so that I can reproduce this?
The second issue is something that is a known bug in earlier versions but** I have submitted a fix for 4.13**, and should be available if you have that version.
In case you are using 4.12 or previous version, I am attaching a simple fix (you are actually right about the Available Spells array - I just had forgotten to add stuff in it)
If in any case you have 4.13 and you did not autoconvert - you downloaded the latest version - and this problem persists, please inform me
Just to clarify, those bugs I have posted screenshots for are ALL fixed and included in the latest version of the ui kit. I am posting those screenshots for everyone that has merged the kit with their project and might have a difficulty updating it to the latest version!