@cloudo Hello, welcome to the community 😊
This is easy to set up. First, locate DA_Pistol, then get data from ItemBaseData and use it to fill the first index of the InventoryItems array in the AC_Inventory component.
Make sure to follow the reference images exactly without making any changes. After that, the pistol will be added to your inventory by default. Please note that once you add BP_Pistol as a default item in your inventory, you should not place another instance of it in the level. if you have any questions feel free to ask anytime.
Hi, I have noticed that in the new update this trick you've taught me to make the pistol available in the inventory at the beginning of the game no longer works. I mean I still get the pistol in inventory, but it has no effect/damage when I shoot!
I also have another question, I have replaced the mesh of the zombie with another mesh and replaced all the montages, but for some reason the zombie does not perform the headbutt attack despite replacing it in the montages! It performs all the other animations/montages perfectly except for the headbutt!
@cloudo Hey, this time please follow this approach. With the latest update, the upgrade system has been introduced, so the implementation is a bit different now.
As shown in the screenshot, in the Character class, at the final part of the Sequencer, you need to make sure this logic runs only once during the entire game.
You can do this either by checking if a save already exists, or by creating a boolean in your Save class to track it.
After that, you’ll call a few functions as shown.
In addition to the screenshot (which shows where to place the code), I’ve also prepared the code for you in the link below, just copy it into the location shown in the screenshot and you’re good to go 😀
https://blueprintue.com/blueprint/-w6y70lg/
If you run into any issues, let me know 👍
@calo Do you mean you are having this issue again with Ultra Dynamic Sky? I just tested it with that asset on normal default mode of it and didn’t encounter this problem. Since the inspect actor material uses an unlit setup, lighting shouldn’t affect it.
@cloudo Hey, this time please follow this approach. With the latest update, the upgrade system has been introduced, so the implementation is a bit different now.
As shown in the screenshot, in the Character class, at the final part of the Sequencer, you need to make sure this logic runs only once during the entire game.
You can do this either by checking if a save already exists, or by creating a boolean in your Save class to track it.
After that, you’ll call a few functions as shown.
In addition to the screenshot (which shows where to place the code), I’ve also prepared the code for you in the link below, just copy it into the location shown in the screenshot and you’re good to go 😀
https://blueprintue.com/blueprint/-w6y70lg/
If you run into any issues, let me know 👍
It worked perfectly, thanks a lot 😀
@hosna thats weird it only happens in the levels that are using ultra dinamic sky, i erased UDS from the levels and the problem was gone, maybe a setting in UDS?, i going to check.
Where is the widget that makes a transaction when you press start in the wieport
I tried searching but I can't find it. Sorry for the inconvenience.
@cloudo Hey, this time please follow this approach. With the latest update, the upgrade system has been introduced, so the implementation is a bit different now.
As shown in the screenshot, in the Character class, at the final part of the Sequencer, you need to make sure this logic runs only once during the entire game.
You can do this either by checking if a save already exists, or by creating a boolean in your Save class to track it.
After that, you’ll call a few functions as shown.
In addition to the screenshot (which shows where to place the code), I’ve also prepared the code for you in the link below, just copy it into the location shown in the screenshot and you’re good to go 😀
https://blueprintue.com/blueprint/-w6y70lg/
If you run into any issues, let me know 👍
Hi, I have noticed that this method doesn't work in a packaged game. The pistol will be in the inventory, but when I click on equip nothing gets equipped.
Hi I'm currently testing with a controller and when i go in the inventory box and try to scroll to select a item it just stays in place and won't scroll.
Oh and the ammo in the guns and the inventory maxes out when after loading in the game.
@mw Hello, Welcome to forum,
Could you please let me know which version of Unreal Engine you are using? Also, what type of controller are you using? The framework has been tested and supports with the Xbox controller.
Regarding the issue about weapon ammo in inventory, please let me know under what specific conditions this happens so we can investigate it. will be great if share a video of it so we can understand it better. Thank you
@raffygames If you are referring to this start before going to the main menu, you can find it here. (I added screenshot)
@mw Thank you for taking the time to report this and for providing the video, that really helps.
It looks like this requires a small adjustment on our side, so I’ve added it to the list for the next update 😊
For a quick fix, as shown in the screenshots, you can enable the Scroll Box option and add the “Scroll Widget Into View” node inside the "GiveStorageBoxSlotFocus" function. This should resolve the issue for now before the next update.
Thanks again for your help, I really appreciate you taking the time. Since the framework is still in Early Access, we’re continuously improving it, and feedback like yours really helps a lot.
Hey @cloudo , I tested the package in Unreal Engine 5.7, and the weapon that is placed in the inventory by default at the start of the game worked correctly, just like it does in the editor. Which version did you test on? Also, try adding a 0.3 second delay before the Sequencer and test again, then let me know the result. Although, in my test, it worked fine even without this adjustment.
Hey @cloudo , I tested the package in Unreal Engine 5.7, and the weapon that is placed in the inventory by default at the start of the game worked correctly, just like it does in the editor. Which version did you test on? Also, try adding a 0.3 second delay before the Sequencer and test again, then let me know the result. Although, in my test, it worked fine even without this adjustment.
Hi, adding a delay node did not work, but I tried to place another pistol inside the level, it worked! It's ok, I placed the pistol very faraway below the map so that the player wouldn't be able to find it and pick it up. So, all good now 😀.
