Does the Asset use modular component architecture or is everything in the Player BP graph?
@kosur Welcome to the forum! Most of the systems are component-based and are developed inside their own components (for example: Inventory in AC_Inventory, Interaction in AC_Interact, etc.), The goal is to make it even more modular with future updates.
Hello! i have 2 questions , when i add more item slots on the players inventory for some reason the third row in not interactable(the fourth and fifth are tho) how can i fix that? also how can i make the inventory drag and drop and close with the tab button as well? (i changed it easily to open with tab from the inputs) Thanks for your time!
@sakuro The inventory for mouse & keyboard is originally designed to close with the right mouse button. However, if you would like to close it using the Tab key instead, you can do the following:
1- Open DT_FrameworkUIKeys.
2- Select the Keyboard row.
3- Change the Back key to Tab.
4- After that, open WB_Inventory and follow the setup shown in the image I shared.
Once this is done, the inventory will use Tab instead alongside right mouse button to return to the previous state and close the inventory.
Inventory slots:
The current layout is designed for a specific number of slots. Adding extra rows may cause some slots to become non-interactable. Making the inventory fully modular will require improvements to the system, which we plan for a future update. It’s still possible to adjust slots yourself, but it may require some additional changes to the inventory logic.
In upcoming updates, we are also developing a system where players can find an item that increase their inventory slots( like Resident Evil) at run time.
Drag & drop:
The framework follows the modern survival horror inventory style, similar to Resident Evil remakes, which uses select-based interactions rather than drag & drop.
Implementing full drag & drop would involve significant changes to the current inventory logic and UI.
hi!, i am sorry if this is not the right place to ask, but, i created a Bp for points of interest, and in it i make the character invisible, the problem is that the flashlight still show, so i check the propagate to children, and now the flashlight doesn't show anymore, the thing is when the interaction is over and i make the character visible again (propagate to children check), i make also visible notes, and a knife on the character hand. So the question, how can i only toggle the visibility of the character and flashlight?
Hello again! Quick Question because i cant seem to find a solution , how can i make the 4 quickslots to cycle through with the mouse wheel?
Hi, i need to create a weapon of type rifle but i get the error "this item needs data asset" but i already created a file of type weapons base data and assigned to the new rifle weapon blueprint but it do not works.
Please i need an example of how to create a weapon of type rifle
This is simple, just create a new integer variable, for example "ShortcutSpecificIndex", and set it to 0. Then, in the "BP_Character class", write the piece of code I provided. If you have any questions, feel free to ask.
@calo You don’t need to use Propagate to Children. Just toggle the visibility of the mesh and flashlight, like in the image.
@farshad how do i get a reference to the flashlight, do i have to add an interface to the bp, if so which one? (Sorry for the silly question, i am at a begginer level)
@calo No worries, feel free to ask any questions in this topic.
If you want to access the flashlight inside the player class, you can simply get it from the character’s components. However, if you want to access it from somewhere else, first call GetPlayer (the function from BFL_BaseGameLib). Once you have the player reference, you can get the Flashlight from it.
Hi, i need to create a weapon of type rifle but i get the error "this item needs data asset" but i already created a file of type weapons base data and assigned to the new rifle weapon blueprint but it do not works.
Please i need an example of how to create a weapon of type rifle
Hello, and thank you for your question. Please make sure to download the latest version(0.2.2) of the framework released today. It includes a good update regarding Data Assets and weapons. The documentation for adding weapons from existing types has been updated, and support for adding entirely new weapons will be updated soon.
In short, first, create your new weapon class and data asset, and make sure all the information is filled in accurately. Then, in the player Animation Blueprint, add a new pin for the rifle(image provided). You can use shotgun animations for the rifle or add your own custom animations.
Next, in AC_Combat, in the Action section, add the rifle to the branch according to the provided screenshot. Then, in the Inspect Object section in the character class, add the rifle to the selector in both areas as shown in the screenshot.
Now you can use your rifle; if you want to make it automatic, you will need to create a custom function for it. In the next update, these parts will also be added to the framework. If you run into any problems, feel free to let us know here.
