So it looks like Epic never got around to publishing the update. No email response from them either all week.
I hope it will happen before they all take the holidays off....
Hi!
How does (what triggers) the inventory system to visually attach (Attach Actor to Actor component?) a Breastplate onto a skeletal mesh?
I been trying to figure out how action RPG Inventor System works in this regard, but I found no sockets parented the spine bone, nor any sort of indication of blueprints actually issuing a mesh attaching and/or hide unhide mechanic, nor did I see any meshes baked into the Character Mesh.
I did however see a "set with notify" node under EquipmentInventoryComponent, which leads me to believe it uses the animation notify system?
I am so confused.
All I wanna do is equip things onto my own character. it has a different skeletal mesh.
I get I need to set main hand, offhand, ring etc, but what about legs and chest?
Have you tried - in the "GetUsableActor" in the "InventoryPlayerController" set the "Trace Complex" of the "LineTraceForObjects" to true - and that made the accuracy a lot better for me
The main cause of this behavior is the trace is only interacting with the capsules collision which is still in its original transform, playing a animation does not change the transform of the capsule, a way to fix this is to setup a collision volume that covers the pawn in its death anim, and triggers it when the pawn is dies or simply replace the pawn with a loot actor after the animation has played.
Take a look at the Equipment Character in the InventorySystem\Blueprints Folder - you'll see the equipment slots there - they are skeletal meshes so they are not socketed
Every day I beat my own previous record for the number of days I've stayed alive!
in the BP_Actor you need to set owner or else the "Run On Server" settings in a custom event won't work.
Last time I checked though Set Owner in BP was broken.
This is not an issue with ARPGIS, it's an engine issue. Please check answer hub for more information on setting the owner for an ACTOR to use Custom Events. Or you will need to change your design to work around this engine bug.
Hi!
How does (what triggers) the inventory system to visually attach (Attach Actor to Actor component?) a Breastplate onto a skeletal mesh?
I been trying to figure out how action RPG Inventor System works in this regard, but I found no sockets parented the spine bone, nor any sort of indication of blueprints actually issuing a mesh attaching and/or hide unhide mechanic, nor did I see any meshes baked into the Character Mesh.
I did however see a "set with notify" node under EquipmentInventoryComponent, which leads me to believe it uses the animation notify system?
I am so confused.
All I wanna do is equip things onto my own character. it has a different skeletal mesh.
I get I need to set main hand, offhand, ring etc, but what about legs and chest?
Unlike the other hacky inventory systems on the marketplace this uses properly setup art to demonstrate how things should be done in normal development. The reason why all the worn items are Skeletal Meshes is so that they can animate with the character and have their weights painted so they bend properly with the animations.
There are many tutorials online for rigging/Painting weights (both mean the same thing. Assigning bone data to the mesh for animation) and it is not specific to unreal. If your game is extremely basic like "Minecraft" style characters you can get away with only sockets.
In that case I would take a look at just changing the other slots logic to work like the MainHand/OffHand/Rings logic in the EquipmentCharacter.
And for reference the EquipmentCharacter gets manipulated by the EquipmentInventoryComponents->UpdateEquippedMeshes() function. This is where it sets and clears the meshes on the Character by updating the EquipmentCharacter class. So if you study that function and the EquipmentCharacter class it should be very obvious how it works.
Also I was able to get in touch with Epic directly today.
They said the 1.7 update should get out sometime tomorrow (Tuesday, December 20th) during their work day.
I think I only added a new variable (actually 3?) to the Item struct
Everytime I open the project I also have to compile the World_actor for some reason. I dont think I changed anything (didnt happen before)
Oh, and its the merged version of this and multiplayer topdown kit.. It was working fine until I added the variable.. mm
Seems somethign similar like this (except for the first issue)
1.) Upgrade notes are posted here. You can just delete the SetInputGameAndUI Node from the InventoryHUD event graph as that gets set in the PlayerController already. The error is because it's expecting you to now feed in the PlayerController Reference. So you can either do that or simply delete it. More Info can be found here: https://forums.unrealengine.com/show...l=1#post623996
2.) Looks like the struct issue where it updates all the structs in each BP when changes are made now. Try recompiling and saving the parent class Usable_Actor and the InventoryManagerComponent first.
If it's still not working perhaps you can send me an email with a link to the project (delete the saved/intermediate folders first before zipping to reduce filesize) and I can try and see what's happening so we can make sure Epic knows about the new struct bug.
Epic is doing a lot of changes to Structs to try and make them better. But really it's quite sad how problematic they can be in blueprints.
Everytime I hit compile on World_actor
this shows up
BlueprintLog: New page: Compile World_Actor
LogBlueprintUserMessages: [World_Actor_C_0] None NOT FOUND IN ITEM LIST
LogBlueprintUserMessages: [World_Actor_C_0] Item Has No World Mesh
LogBlueprintUserMessages: [World_Actor_C_12] None NOT FOUND IN ITEM LIST
LogBlueprintUserMessages: [World_Actor_C_12] Item Has No World Mesh
LogBlueprintUserMessages: [World_Actor_C_0] None NOT FOUND IN ITEM LIST
LogBlueprintUserMessages: [World_Actor_C_0] Item Has No World Mesh
LogBlueprintUserMessages: [World_Actor_C_12] None NOT FOUND IN ITEM LIST
LogBlueprintUserMessages: [World_Actor_C_12] Item Has No World Mesh
I think I only added a new variable (actually 3?) to the Item struct
Everytime I open the project I also have to compile the World_actor for some reason. I dont think I changed anything (didnt happen before)
Oh, and its the merged version of this and multiplayer topdown kit.. It was working fine until I added the variable.. mm
The issue isn't with the ARPGIS as I did not create structs. But with Epic continually trying to fix them in BP and it seems they can't get their issues sorted.
It is always advisable to fix redirectors and delete your saved and intermediate folders when you are having issues cooking.
When adding a new variable to the struct it will update any blueprint that uses the struct. A simple recompile and save is all it needs. You just need to compile InventoryComponent before you try and compile it's child EquipmentInventoryComponent and that's due to inheritance. If your blueprints start behaving strange it's an editor bug.
I would recommend posting any struct related issues on answerhub so they can hopefully fix them and not keep creating news ones.
Everytime I hit compile on World_actor
this shows up
BlueprintLog: New page: Compile World_Actor
LogBlueprintUserMessages: [World_Actor_C_0] None NOT FOUND IN ITEM LIST
LogBlueprintUserMessages: [World_Actor_C_0] Item Has No World Mesh
LogBlueprintUserMessages: [World_Actor_C_12] None NOT FOUND IN ITEM LIST
LogBlueprintUserMessages: [World_Actor_C_12] Item Has No World Mesh
LogBlueprintUserMessages: [World_Actor_C_0] None NOT FOUND IN ITEM LIST
LogBlueprintUserMessages: [World_Actor_C_0] Item Has No World Mesh
LogBlueprintUserMessages: [World_Actor_C_12] None NOT FOUND IN ITEM LIST
LogBlueprintUserMessages: [World_Actor_C_12] Item Has No World Mesh
(I dont have any item in the ground?)
I'm not sure why it thinks there are two instances of World_Actor in your project. I would fix it by double checking your map, cleaning up redirectors and delete the saved and intermediate folders. Maybe they are temporarily created while compiling if that's the case then the print strings aren't anything to he worried about. But
It seems like there might be some bad references the editor is holding onto in your project after deleting/moving blueprints around or just regular development which is likely what's causing your cook to fail.
(This is a common issue in unreal and again not caused by the ARPGIS)
As for the Messages themselves they are nothing to be worried about and are by design. I added in-case a user created an item but setup something wrong and was wondering why it didn't show up. When you hit compile the construction script is run.
When the construction script runs for the World_Actor it tries to load the Item and Mesh.
But since the World Actor ID is set to None (these debug print strings I added show) where as the child classes of World_Actor with an ID specified that you place in the world have the ID set to the ItemID and won't trigger this.
Hello
I did what you suggested, Fixing Redirectors, Deleting Intermediate/saved/bin/build folders (all that are created). After that I just had to re-wire some Inventory Structures in the World_Actor and InventoryComponent and Container_Actor.. that did the trick..
man.. the Engine's crazy (well the Cooking?)
Anyways.. if anyone happens to have these errors.. ^
thanks Pirate-
Hello
I did what you suggested, Fixing Redirectors, Deleting Intermediate/saved/bin/build folders (all that are created). After that I just had to re-wire some Inventory Structures in the World_Actor and InventoryComponent and Container_Actor.. that did the trick..
man.. the Engine's crazy (well the Cooking?)
Anyways.. if anyone happens to have these errors.. ^
thanks Pirate-
Haha yes it is crazy. But that's the problem when the focus is more on features than stability.
Hello there. When I send Line Trace in multiplayer, the beam passes through the character. I can write on the screen when the beam hits the wall, but it does not work on this character.
I want to reduce the HP of the character when the line trace hits the character. But the light passes through the character. It does not hit the character.
Looks like that
But, I do not have the same problem when I send it to the NPC.
Hello there. When I send Line Trace in multiplayer, the beam passes through the character. I can write on the screen when the beam hits the wall, but it does not work on this character.
I want to reduce the HP of the character when the line trace hits the character. But the light passes through the character. It does not hit the character.
Looks like that
[ATTACH=CONFIG]122273[/ATTACH]
[ATTACH=CONFIG]122274[/ATTACH]
But, I do not have the same problem when I send it to the NPC.
[ATTACH=CONFIG]122286[/ATTACH]
By default in Unreal the PAWN preset does not block the Visibility Channel (The NPC Examples were set to block it). So for the player you will need to set the Collision preset to CUSTOM and then check the Block Visibility box if you are wanting to do a Visibility trace. There are many different types of traces you can do.
That being said you will probably want to do your trace abit differently for dealing damage then how the ARPGIS interact trace is setup as it's designed simply for interaction with objects.
There should be plenty of information on the Unreal wiki about raycasts/traces in blueprint that will help you understand better what way is best for your needs.
Comment