Last seen: Jul 1, 2026
@calo You can modify the pop-up text in WB_ItemCollected, so it doesn’t display the quantity. As for the scroll box with a gamepad, yes, that’s curre...
@herrstickman when and where do you use random selection?You could use a variable that first checks whether the zombie has seen the player or not. For...
@jsanzs To modify the default items inside the Storage Box, simply open the "AC_Inventory" component and edit the StorageBoxItems array there, Please ...
@herrstickman I'm really glad to hear everything is working exactly as you wanted. Great job pushing through and making it work 👍 looking forw...
@herrstickman Yes, I think this will work well, and it would be better to handle the initialization inside the AIController so the overall design stay...
@jstudios You probably missed something somewhere. For debugging, open the EquipWeapon function in AC_Interact and use Print String to check whether e...
@herrstickman Okay, great 😀 Yes, you can definitely use a new behavior tree. Then, you can bind your new behavior tree tasks into the AC_AIBe...
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@jstudios In the BP_InteractionDrawer class, in the custom event OpenAndDisableDrawer, this section should be set up like screenshot. Please check whe...
@jstudios did you follow this video tutorial that shows how to change the mesh for the weapons? watch from 2:55
@s_charos If your MetaHuman body only has a single mesh, there shouldn’t be any issue leaving the additional parts like Feet and Legs empty in terms o...
@jsanzs You’re welcome. Yes, we’re working on an improvement update for this part to avoid issues with different keycards and to make this part more m...
@arcticsubn The default and initial items of the storage box are accessible in AC_Inventory. Please check the screenshot ...
@jsanzs Hey, thank you so much for your detailed message and for taking the time to report this issue. We’re aware of this, and this part of the syst...
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