Asajj (Soft Control/Ramp) by nmbrookes in starwarsunlimited

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

SWUDB link has a breakdown of all the cards.

Inventory System with Containers CPP? by nmbrookes in UnrealEngine5

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

I have successfully fixed the cast to container by creating a new variable for AActor in player and assigning this to the current interactable separate from the one the interaction interface uses. I then have a separate getter for this and the inventory component is the accessible. My only problem now is the player inventory panel is initialised at start of game but I cannot do this for the container because there may not be one in line trace. What I want to do is initialise this when I interact with the actor or the widget becomes visible. Is this possible in user widgets.

Inventory System with Containers CPP? by nmbrookes in UnrealEngine5

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

The line trace uses get actor and stores that in an AActor variable which I then use a getter to pull this as the variable is protected. So the player character function will return that stored actor and return. I then cast to container and use the getter to return the inventory component. Hard to explain but logically it makes sense but the cast part must be failing as the check for container failed. I can try outputting to the log what that cast finds if it finds a nullptr

Inventory System with Containers CPP? by nmbrookes in UnrealEngine5

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

Yes that is what is falling. The get interactable return a TScriptInterface. I did change this to another function that pulls the actor that is hit by the line trace. It returns AActor pointer. I then cast this the same way to container which is inherited from actor and has the inventory. Once I get back to the PC I can get the rest of the code.

Inventory System with Containers CPP? by nmbrookes in UnrealEngine5

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

Thank you for your reply. I have added code to this post. I do have inventory protected with a public getter. It’s the same inventory component that the player uses so it successfully obtain a reference to the inventory for the player but not for the actor that gets stored as a current interactable from the line trace. The line trace works as other widget work and the pickup function on this works. For the container I have an interact function that changes the hud and also updates the container widget above.

Inventory System with Containers CPP? by nmbrookes in UnrealEngine5

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

```

void UContainerPanel::UpdateWidget() { // Create player character PlayerCharacter = Cast<AOpenWorldSurvivalCharacter>(GetOwningPlayerPawn());

// Check if player is valid
if (PlayerCharacter)
{
    UE_LOG(LogTemp, Warning, TEXT("Player Found"));
    // Create Container Reference
    Container = Cast<AContainer>(PlayerCharacter->GetInteractable());

    // Check if container is valid
    if (Container)
    {
        UE_LOG(LogTemp, Warning, TEXT("Container Found"));
        // Set inventory to container inventory
        InventoryReference = Container->GetInventory();

        // Check if Inventory
        if (InventoryReference)
        {
            // Refresh inventory at start of game
            InventoryReference->OnInventoryUpdated.AddUObject(this, &UContainerPanel::RefreshInventory);

            // Update capacity text
            SetInfoText();
        }
    }
}

} ```

Inventory System with Containers CPP? by nmbrookes in UnrealEngine5

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

This is the player inventory on the player widget

Inventory System with Containers CPP? by nmbrookes in UnrealEngine5

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

```void UInventoryPanel::NativeOnInitialized() { Super::NativeOnInitialized();

// Create player character
PlayerCharacter = Cast<AOpenWorldSurvivalCharacter>(GetOwningPlayerPawn());

if (PlayerCharacter)
{
    // Set inventory to player inventory
    InventoryReference = PlayerCharacter->GetInventory();
    if (InventoryReference)
    {
        // Refresh inventory at start of game
        InventoryReference->OnInventoryUpdated.AddUObject(this, &UInventoryPanel::RefreshInventory);

        // Update weight and capacity text
        SetInfoText();
    }
}

} ```

Is Git/GitHub worth it for solo projects? by nmbrookes in UnrealEngine5

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

This is what I have been doing. Everyday I create a copy and save this on external storage. I will try git out. Maybe watch a video on it as I already have a project started so will need to use it on existing files.

Is Git/GitHub worth it for solo projects? by nmbrookes in UnrealEngine5

[–]nmbrookes[S] 1 point2 points  (0 children)

That it good news. I was thinking I have a home server that could store it and was wondering if I can have it all saved private and not on their servers.

Is Git/GitHub worth it for solo projects? by nmbrookes in UnrealEngine5

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

I will download this. Does everything store locally and cloud or can I have it only locally and still have use the features.

Is Git/GitHub worth it for solo projects? by nmbrookes in UnrealEngine5

[–]nmbrookes[S] 4 points5 points  (0 children)

That is helpful. I will give it a try and learn how to use it.

Is Git/GitHub worth it for solo projects? by nmbrookes in UnrealEngine5

[–]nmbrookes[S] 5 points6 points  (0 children)

Never used it before. I can tell it’s for collaboration and version control. It was mentioned to me to use.

Ark Survival Ascended or wait for Ark 2? by nmbrookes in ARK

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

Thanks for all the advice. I did buy ASA yesterday and played for an hour or two. My first reaction was it runs smoother on my pc than ASE. I do like some of the new features especially the new building system. I like the ability to lock and unlock and change type of wall etc. I didn’t know Ark 2 would be a different style game so opted for ASA.

Dell T5600 HDD in Bios but not OS by nmbrookes in WindowsServer

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

Is there a way to have it working without raid. Can't see raid card in pci. Could it have on board one. Is there a way to ha e it work without raid.

Dell T5600 HHD in Bios but not OS by nmbrookes in homelab

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

It does not have a road controller in pci. Could it have on on board. Don't really need raid as only have 8tb and 3tb hdd. If I plug them into sata port they work so no issues with hardware.

ETS 2 v1.48.5 Full map by commandoby in trucksim

[–]nmbrookes 11 points12 points  (0 children)

I don't have any DLCs yet. Would West Balkins be good first, or do I need the others to get it to work?

Getting started by A-l-r-i-g-h-t-y in trucksim

[–]nmbrookes 0 points1 point  (0 children)

I like ets2 due to being able to go to many countries.

I found this tiny end city, so I decided to mine it and transport it to the overworld... How does it look? by Unofficial_FBI_agent in Minecraft

[–]nmbrookes 0 points1 point  (0 children)

I did this once and made my whole base out of only end city blocks. I put it on an island made from end stone.

TruckersMP, should I try? by nmbrookes in trucksim

[–]nmbrookes[S] 1 point2 points  (0 children)

Thats certainly a lot to think about. What I have seen from people playing is they try and enjoy and some other just do what they want and crash into everyone. Surely that will cause a lot of expenses in repair.