I am in the showcase map, I found that when I double click on the screen, “button C pressed” is triggered, but I don’t know why…I use 4.12.5
This is quite strange. I checked this in the downloaded version (the one you should have) and nothing like this happens. If you replace “C” with something else, does it happen again?
In any case the best way to handle key presses is using the built-in (the engine) keybinding system. Inside your project you should assign keybinds and replace the hard coded keyboard assignments I have with yours.
I replace “C” with something else, the problem stops:)then I opened my other project, double click means c press again:( It seems this is my own problem…
Found a small glitch in the level
if you hit a variable by accident, it causes a cascading failure in the level blueprint. And it’s easy to do.
Microsoft OneDrive - Access files anywhere. Create docs with free Office Online.
Very easy to bump.
Hey Warcabbit,
Sorry but I couldn’t figure out what the issue is. In your screenshot, where is the problem (I guess the actionbar is custom)?
The level blueprint is almost empty by the way. Are you talking about those triggers? :S
And how do you ‘hit’ a variable?
Sorry if I am missing something obvious…
Regarding the minimap capture actor, do I just play around with its box size and world location until things like map markers and player location matchup, or is there an actual process? =
Cheers,
Hey! The player location and markers should be calculated automatically.
You should just play around until all your map is within the box. It’s best to use the ‘box size’ variable in the blueprint details (on your level) instead of scaling just in case.
If you are using your own map texture (it’s always better that way), don’t forget to press “Show Decal” until you align the textures.
I am not sure if you are having another problem. :-/
Hope you figure it out, but if you have any issues post again and I’ll do my best to help
I wonder if I could find a way to alternate between a capture of a day and night time capture depending on time of day.
But it regards to my question above;
you may have to squint but you can see that the markers do not line up with my NPC locations (the shadows you see near the markers).
To fix this in the past I’ve had to change how high I place the capture actor and how much I scale the capture via the BoxSize variable.
Cheers,
Alternating between night and day should be easy. You just have to recapture by getting the CaptureComponent2D from the minimap capture actor and “capturing the scene” anytime you want.
Now about your original question, Did you change the orientation of the capture actor? The minimap is supposed to work with a (completely) top down view, so if there’s an angle, I guess the location calculations get it wrong.
I am not sure how hard it will be to add an angle in that calculation (I might even give it a try when I have a bit more time)!
If you did not change the rotation, then I would suggest lowering the field of view or even changing the projection type to orthographic. My guess would be that in a large enough map, the angle between the center of the map and the edges is high enough to cause an effect similar to the one I described above.
Ah makes sense, thanks a lot
Hello!
Just wanted to let everyone know that I just sent to Epic the update to 4.14.
There was only a compile error - really easily fixed. (And it was on the showcase level files, not the user interface itself)
We had two “Suggest Projectile Velocity” and their option enum was changed. So you only have to select again “only trace while ascending” and compile.
This fix will be included in the files for 4.14 when they are live.
Thanks!
Just wanted to let you know that the UI Kit is participating in Cyber Monday’s sale with a 50% off!
Hey! Sellfy seems to still be at 4.13.
Hey! It should be there now. I tried at least 3-4 times to update it but sellfy was getting stuck and I had to start from the beginning!
Should work now!
Hi, seems like everytime I hit I key, a new row of icons are created on inventory window? I deleted last UMG ref and doesn’t do that anymore
Well that actually didn’t resolve it, by doing that, will make spam inventory window, need help with this please.
Hey! You should not remove that node, it’s there to make sure you are not creating a new widget every single time…
Instead to fix this, add a “do once” node in the **construct event **of the GridInventory widget:
I will make sure to release this fix on the next update (probably with UE4.15) with any other minor fixes that come up!
Thank you!
So I’ve been mostly successful at implementing your kit into my project, but I’m wondering about the Get Spell function. Why is it necessary to spawn the spell and attach it to the controller? I’m using a data-driven setup for my spells, and having to spawn the actual object in order to have a drag-and-drop action bar seems strange. I’m having a hard to figuring out a reasonable work-around, since my spell system just pulls data from a data table and doesn’t spawn the actor until the spell has been cast.
Hi guys. When I added this kit in my project, I was surprised that created inventory widget (after pressed I) didn’t reaction on any actions with mouse. No drag, no resize and etc. Please help me about this. What’s reason about this may be?
Hello! The user interface kit, has just examples of how you could use gameplay elements with it. You are not meant to use (obviously…) our spell system. The only thing you do have to implement is the interface provided. As long as you can provide the “content” and the “use” function for the actionbar you should be ready to go!
So if you are using a datatable - you should have an actor (wherever you are spawning the spells? - maybe the character?) implement a ‘fake’ version of the BPI actionbar, so that it provides an icon and a cooldown for each slot. So there should be some logic on the interface’s implementation (inside the character).
You can also just spawn a dummy actor for your spells. Whatever you find easier and cleaner for what you are doing.
Hey! You should totally be able to drag/resize etc, the widget. Which version of ue are you using? Also is this happening on all the widgets or only the inventory one? (Does it happen on the spells or map?)
Finally is this a clean project or you migrated to your own? If it’s not in a clean project, try to see if it happens on a new one.
Thanks