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[SUPPORT] Advanced Mission And Notification System V3
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ADM_Warrior repliedHello! I got the Mission component from the free sales some time ago.. FIrst of all thank you very much! It helped me a lot i can't thank you enough for your awesome work! I just need some help.. As a pretty new "Game dev" i have a question.. How can i add my custom inventory system to the "inventory" menu you have already set up? Thank you again!
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LordEggi2 repliedTwo Questions, number one will there be the possibility to have Dialogue Choices in the next update? because that would be super frcking awesome and how can i untrack a quest, without it being reset? So for example my quest is kill 3 orange and 4 green enemies, i then kill 2 orange enemies and untrack the Quest and currently the Counters reset, how can i get rid of this and save the progress upon unequipping
Cheers
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Nocté repliedOriginally posted by LeRovel View PostI'm getting the same stuff, I integrated the pack in another level w/ a new character and tested with a custom new marked and all went good, as I tried to add the blueActor Misson char it stated this same error:
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Get_Objective_Manager_Objective". Blueprint: BP_MasterManager Function: Execute Ubergraph BP Master Manager Graph: EventGraph Node: Assign Manager Actor
and
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Get_Objective_Manager_Objective". Blueprint: BP_MasterMainMission Function: Execute Ubergraph BP Master Main Mission Graph: EventGraph Node: Assign NPCs
How do I add BP_MasterManager to your persistent level? Just drop it on the level?
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LeRovel repliedI'm getting the same stuff, I integrated the pack in another level w/ a new character and tested with a custom new marked and all went good, as I tried to add the blueActor Misson char it stated this same error:
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Get_Objective_Manager_Objective". Blueprint: BP_MasterManager Function: Execute Ubergraph BP Master Manager Graph: EventGraph Node: Assign Manager Actor
and
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Get_Objective_Manager_Objective". Blueprint: BP_MasterMainMission Function: Execute Ubergraph BP Master Main Mission Graph: EventGraph Node: Assign NPCs
How do I add BP_MasterManager to your persistent level? Just drop it on the level?Last edited by LeRovel; 08-25-2019, 10:10 AM.
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Nocté repliedOriginally posted by scratscrat View Post
I have the same problem. Even at the start of demo level when you accept the mission, fps suddenly drops to 80-90 and at the end of level, it drop to below 20fps.
I’m truly sorry for that but i promise it will be fixed in next update. Thank you for your understanding. Kind Regards
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Ali_TeamRevived repliedOriginally posted by nickstruyf View PostI've merged this 2 times, one implementation with a fresh Third Person Template and one with a new AdvancedLocomotion System V3 template and in both versions the framerate keeps slowly dropping to below 10fps. Before implementing the framerate was at a steady 100fps. I did it multiple times so I'm not sure what goes wrong, any Idea's?
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LuckyDuck12 replied[QUOTE=
Hi, i think the problem is that you forgot to add BP_MasterManager to your persistent level. Once you do that everything should be fine. Let me know how it goes.
Thanks!
[/QUOTE]
I do have the Master Manager in my persistent level. Does this mean I need to use more than one level? I'm trying to run missions in the same level as the BP_MasterManager.
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Nocté repliedHello everyone, i hope you all are okay and sorry for the late reply. I have been working on a personal project lately
Originally posted by Codename404 View PostHi, so, how can I save a player's progress here? Thanks
Originally posted by hooraypublic View PostHi,
How do I design a mission with multiple end result instead of just one "Mission Finished" option? For example, the mission will need to have multiple outcomes states based on what the character did, such as Win, Time Out, Partial Complete, and Failed, etc, and with each outcome the character will get different rewards and display different finishing text on screen.
Originally posted by LuckyDuck12 View PostQuick question: I followed your tutorial doc for setting up characters using this mission plug in, and I have these two errors:
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Get_Objective_Manager_Objective". Blueprint: BP_MasterManager Function: Execute Ubergraph BP Master Manager Graph: EventGraph Node: Assign Manager Actor
and
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Get_Objective_Manager_Objective". Blueprint: BP_MasterMainMission Function: Execute Ubergraph BP Master Main Mission Graph: EventGraph Node: Assign NPCs
Thanks!
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LuckyDuck12 replied
Quick question: I followed your tutorial doc for setting up characters using this mission plug in, and I have these two errors:
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Get_Objective_Manager_Objective". Blueprint: BP_MasterManager Function: Execute Ubergraph BP Master Manager Graph: EventGraph Node: Assign Manager Actor
and
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Get_Objective_Manager_Objective". Blueprint: BP_MasterMainMission Function: Execute Ubergraph BP Master Main Mission Graph: EventGraph Node: Assign NPCs
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hooraypublic repliedHi,
How do I design a mission with multiple end result instead of just one "Mission Finished" option? For example, the mission will need to have multiple outcomes states based on what the character did, such as Win, Time Out, Partial Complete, and Failed, etc, and with each outcome the character will get different rewards and display different finishing text on screen.
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Godbosa repliedTechdeath666 it turns out the z order of the AMNS UI widget is being set to 0, I fixed it by going to BP_MissionComponent, Set Default Arrays function, look for Add Viewport node, click the arrow at the bottom which will reveal the z order pin. Set it to -1 and you should be good to go, if not, keep lowering the number to see if it eventually works.
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Godbosa repliedOriginally posted by Techdeath666 View PostHi, I recently integrated this kit into a project I had already been working on and have run into a few, hopefully small problems. Everything seems to work with my character except for the widgets I had already set up. For example, when I open the save game menu, my widget opens and I can move the mouse cursor, but I cannot click or use any of the buttons in my menu. If looked around the mission component a little but figured I would ask first.
Any help would be much appreciated. Thanks
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