@farshad i appreciate it. How can i find any info on wether you plan on addressing this? Or at least if you investigated it.
@kurylo3d If we find that any changes are needed on this, we'll tag you here on the forum to keep you updated.
Also, when we make any changes in updates, we'll mention them in the product's changelog on the forum and also on the Fab page.
@farshad thank you. I want to trigger something with the pause menu,but called inside the metahuman blueprint.
@farshad Thx.. also any ETA on 0.6? I need to pick a final version to build off of soon. Will be too much of a headache to update after that.
@kurylo3d We're aiming to release v0.6 by December! We'll be sharing more details in the v0.6 Dev Log topic.
@farshad thank you. I want to trigger something with the pause menu,but called inside the metahuman blueprint.
Well, when the Pause Menu is triggered, any additional functions you want to execute can normally be called right there at the same time.
However, another way is to use an Event Dispatcher. You can call it when the Pause Menu opens and then bind it in your Character Blueprint to handle whatever you need.
Alternatively, you can create a Boolean variable for the Pause Menu and set it to true when the menu opens. Then, in your Character Blueprint, you can check whether that variable is true or whether the game is paused, and execute whatever logic you need.
I hope I understood what you're trying to achieve correctly. If not, feel free to explain a bit more!
@farshad hello,can I ask why there are two different Kind of run in the gates? I am talking about the run and sprint. There is something related to this?
Is possible to find a certain item inside the blueprint of the metahuman? I remember there is a function for this that gives an output to the items. But I can't remember the name.
Lastly we have already talked about the UI function of the weapons and how it's handled by showing the current ammo for handgun and shotgun,and how it disappear when the pipe is equipped. I didn't have found the right way for adding an icon weapon on the logic that handle these weapons on the hud. Can I ask where is the graph? I mostly want to add a placeholder icon for testing on which weapon is equipped!
Edit: the function was about checking if the item is inside the inventory!!! Not that gives an output,I did a little bit of confusion.
Also where I can continue to implement a custom setting inside the graphics options? Can I do the same workaround with the button on the UI designer and on the graph I just need to call it with the logic?
Hi, guys! I’ve noticed that some streams on YouTube aren’t saved (or aren’t displayed), for example, the latest stream where Farshad was developing an inventory inspired by Silent Hill. I can’t wait for new streams from you — it’s got a really cool vibe.
@farshad hello! where is the idle walk and run like the shotgun for the pistol? I am not using a flashlight by any case. Can I do something like the shotgun and rifle but for the pistol?
@farshad hello,can I ask why there are two different Kind of run in the gates? I am talking about the run and sprint. There is something related to this?
Is possible to find a certain item inside the blueprint of the metahuman? I remember there is a function for this that gives an output to the items. But I can't remember the name.
Lastly we have already talked about the UI function of the weapons and how it's handled by showing the current ammo for handgun and shotgun,and how it disappear when the pipe is equipped. I didn't have found the right way for adding an icon weapon on the logic that handle these weapons on the hud. Can I ask where is the graph? I mostly want to add a placeholder icon for testing on which weapon is equipped!
Edit: the function was about checking if the item is inside the inventory!!! Not that gives an output,I did a little bit of confusion.
Also where I can continue to implement a custom setting inside the graphics options? Can I do the same workaround with the button on the UI designer and on the graph I just need to call it with the logic?
I'm not sure which Gate variable you're referring to. We currently have three movement modes: Walk, Run, and Crouch. Could you clarify which one you mean?
For the inventory, you can use either FindSpeseficItemByNameInInventory or FindSpeseficItemByIDInInventory in AC_Inventory to check if a specific item exists.
Regarding your third question, have you checked the WB_WeaponData widget and the CombatComp variable? You can access the weapon data there and also add your weapon icons directly to that widget.
As for adding or modifying graphics options, this part is a bit more complicated and isn't easy to explain through text alone. I'll probably need to make a video tutorial covering it.
But to point you in the right direction, you need to add your new UI element in WB_Options, then go to AC_SaveGame and update the relevant functions under the Options category to support your new setting.
Hope this helps!
@farshad hello! where is the idle walk and run like the shotgun for the pistol? I am not using a flashlight by any case. Can I do something like the shotgun and rifle but for the pistol?
Yes, you can! For the pistol, the upper-body animations remain the same, but for other weapons, the animations change depending on whether the character is idle, walking, or running.
@rozhkovskyproduction Yes, unfortunately, the last stream was deleted by mistake. I am planning to do more streams whenever I get the chance 🙂