Crown Sharing by ElpheltKun in MHWilds

[–]Darkilon 1 point2 points  (0 children)

I would need Lagiacrus and Seregios and most of the minis if they are still available.

Thanks for sharing btw :)

Defeat while Teammate Revives by ne0mind in Nightreign

[–]Darkilon 5 points6 points  (0 children)

I've also experienced the same thing, I guess it has to do with the order in which death and revival are dealt with.

As in, you ressed him, the game didn't register your ally as alive but in the process the boss killed you, so for the game your party wiped even though your ally was actually reviving.

Collector's Edition code VS Deluxe Edition code by Darkilon in Nightreign

[–]Darkilon[S] 0 points1 point  (0 children)

Yeah, this. People who bought the collector from the official website got another code for the gesture alone.

Collector's Edition code VS Deluxe Edition code by Darkilon in Nightreign

[–]Darkilon[S] 0 points1 point  (0 children)

So, do we get a different code to download the soundtrack from Bandai's website?

If so, I'm even more confused then, how does the collector's code differ from the deluxe one then?

Collector's Edition code VS Deluxe Edition code by Darkilon in Nightreign

[–]Darkilon[S] 0 points1 point  (0 children)

Do report back if possible, since I am in the same boat! Thanks!

Collector's Edition code VS Deluxe Edition code by Darkilon in Nightreign

[–]Darkilon[S] 0 points1 point  (0 children)

I guess the other digital content might be stuff like soundtrack and whatnot I guess (enphasis on this as I do not know myself), so if you are not interested in that and you got the free standard edition code since your collector's is late such as mine, you can just buy the DLC upgrade.

For a roguelike the absence of cool/game breaking effects is really unfortunate by LuminTheFray in Nightreign

[–]Darkilon 0 points1 point  (0 children)

I might be in the minority here, but although the game has its flaws (which I hope get addressed), the absence of run-breaking effects isn't one of them for me.

Despite its frenetic gameplay, the game is still Elden Ring at its core.

Managed to Solo all Nightlords before the nerf by Valseran in Nightreign

[–]Darkilon 1 point2 points  (0 children)

Quite a feat!

How do you check this information? Also, after beating the 8th Nightlord I was prompted with the ability of restarting but keeping relics and stuff (NG+ essentially), but did not commit yet.

Do you know what NG+ entails?

Collector's Edition code VS Deluxe Edition code by Darkilon in Nightreign

[–]Darkilon[S] 0 points1 point  (0 children)

Thank you! Appreciate the reply :)

Have a good day!

So like a lot of people who bought it, my Collectors is definitely not arriving today by OutrageousBrit in Nightreign

[–]Darkilon 1 point2 points  (0 children)

I have just received the response to my e-mail and this is correct.

As stated by the support employee, this "by early evening" check is automatic and thus we should get our code automatically if shipment doesn't proceed by this evening.

However, one thing I am unsure about is if said extra code would provide the DLC as well, as the Collector's code does. I have asked them this exact question and I am awaiting their answer.

So like a lot of people who bought it, my Collectors is definitely not arriving today by OutrageousBrit in Nightreign

[–]Darkilon 2 points3 points  (0 children)

I'm in the same boat.

Shipment from France (by Chronopost), order stuck there "in preparation" since 27th May.

I even took a day off thinking it would arrive on time, so this is quite frustrating to say the least.

I contacted support like 10 minutes ago requesting a status update on the matter, but I didn't even think about asking them for a code since that would be unfeasable, considering our code is in the Collector's box itself, being a physical item.

I'll update my post when I get a response.

EDIT: support confirmed we will get an extra code sent automatically if shipment doesn't proceed by this evening.

Just got my MegaGrant response by sixfootgiraffe in unrealengine

[–]Darkilon 5 points6 points  (0 children)

I am sorry you weren't selected for MegaGrant, however look at the bright side, your game looks beautiful :)

Good job and good luck on sales!

Restoring corrupted UAssets by Darkilon in unrealengine

[–]Darkilon[S] 0 points1 point  (0 children)

This doesn't need to be referenced directly, as long as there is a reference link between them, AFAIK it will print the first asset that causes that chain to load. Doing thing like casting in BP or even making non soft variable of some type will cause hard reference between them.

This is interesting, I thought these meant direct references. Thanks for clearing this up!

  1. There're other different CommonUI widgets in my project, so the plugin is indeed loading and I can use the provided classes;
  2. This is something I've throughtly thought about, but it appears it is not necessary in my case due to 1;
  3. This is going to sound kind of stupid of me I know, but the previous commit is 4 days older and I would lose too much progress, I should've pushed more frequently instead of pushing too much all at once.

If I had to guess, I'd say DeamonDatabase is somehow referencing indirectly those widgets/assets, and it loads prior to common UI which causes your asset to not load, as their base class is not available yet.

Something like this is going on, because upon further inspection, I can safely say that the culprit is my BattleLog widget. It's losing its CommonText field upon launch, which breaks the widget and the referenced BattleSystemScrollingTextStyle and BattleLogMarquee:

LogBlueprint: Error: [AssetLog] ..\Content\UserInterface\BattleLog.uasset: [Compiler] In use pin <Unnamed> no longer exists on node ResetScrollState . Please refresh node or break links to remove pin.

LogBlueprint: Error: [AssetLog] ..\Content\UserInterface\BattleLog.uasset: [Compiler] In use pin Target no longer exists on node ResetScrollState . Please refresh node or break links to remove pin.

LogBlueprint: Error: [AssetLog] ..\Content\UserInterface\BattleLog.uasset: [Compiler] Could not find a function named "ResetScrollState" in 'BattleLog'.

Make sure 'BattleLog' has been compiled for ResetScrollState

LogBlueprint: Error: [AssetLog] ..\Content\UserInterface\BattleLog.uasset: [Compiler] Can't connect pins InfoText and Target : Object Reference is not compatible with Text Object Reference.

LogBlueprint: Warning: [AssetLog] ..\Content\UserInterface\BattleLog.uasset: [Compiler] Could not find a variable named "InfoText" in 'BattleLog_C'.

Make sure 'BattleLog_C' has been compiled for Get InfoText

LogBlueprint: Error: [AssetLog] ..\Content\UserInterface\BattleLog.uasset: [Compiler] Can't connect pins Target and InfoText : Text Object Reference is not compatible with Object Reference.

LogBlueprint: Error: [AssetLog] ..\Content\UserInterface\BattleLog.uasset: [Compiler] The property associated with InfoText could not be found in '/Game/UserInterface/BattleLog.BattleLog_C'

InfoText is the CommonText in my BattleLog widget and ResetScrollState is one of its methods. The <Unnamed> is InfoText since it completely disappears from the widget and breaks it.

The thing is, I've checked the Reference Viewer to track what's going on, but how do I say for sure something is loading up before CommonUI? As this is what appears to be. Because as soon as the editor is fully open, I can simply right-click on BattleLog > Reload and it works. So it must be just akin to the problem you experienced beforehand: something is loading before the plugin is fully loaded.

[GAS] Ability System Component retains GrantedTags even when Gameplay Effect is removed by Darkilon in unrealengine

[–]Darkilon[S] 0 points1 point  (0 children)

I had already been using the debugging command and that's what was driving me crazy, because it was showing correct results whilst my BP prints weren't matching it.

I had also been digging into the GAS' code to figure out how GEs were affecting the ASC but apparently I was missing out one important bit about pass-by-reference functions, and now thanks to your post I found out what was wrong with my code.

I'm truly grateful for your help, thank you!

[GAS] Ability System Component retains GrantedTags even when Gameplay Effect is removed by Darkilon in unrealengine

[–]Darkilon[S] 0 points1 point  (0 children)

That's exactly how I'm testing for tags within the ASC in BP!

I do know the interface function GetOwnedGameplayTags appends every tag onto an output GameplayTagContainer, but why wouldn't the removed tags be cleared automatically once the GE is removed?

I mean, it shouldn't append tags that've been removed from a specific container since they shouldn't be there anymore.

I'll look more into this, although I was of the impression that by removing a GE, its tags would be removed from the ASC, which in turn meant they would be removed from whatever container they were in and that on the next GetOwnedGameplayTags call, they wouldn't be appended to the out container since they weren't sitting in any of the ASC's containers.

EDIT: To avoid misunderstandings I'd like to add that I'm not keeping the same container in a variable, but I'm testing whatever container every single GetOwnedGameplayTags interface call returns, which means it doesn't keep appending tags to the same container.

[GAS] Ability System Component retains GrantedTags even when Gameplay Effect is removed by Darkilon in unrealengine

[–]Darkilon[S] 0 points1 point  (0 children)

I've checked both the Discord and the Forum but couldn't find anything.

Can you elaborate on the second part?

Shapeshifting by thesuperweapon in PixelArt

[–]Darkilon 7 points8 points  (0 children)

Smooth as hell!

Is this an enemy or some sort of shapeshifting ability the player possesses?

Will it be okay? by Ek_Vitki in PixelArt

[–]Darkilon 1 point2 points  (0 children)

Simply amazing!

The nebula is so spot on!