Landi20

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About Landi20

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  1. PlayerController Question

    I using this tutorial to make my game if want to use the playerController like this toturial My question i only have to port my input from character class to my playercontroller
  2. Jornal Widget Problem

    i find the soluction the problem is in my pickup class
  3. Jornal Widget Problem

    i find the problem i forget the update my quest now i have a other problem i use this tutorial to make my pickup system to this tutorial now i part have to pickup a quest item and i can´t put to work do i have to create other actor to use to the quest item i can add to inventory but can´t update my quest i think my problem is in pickup class link to googledrive https://drive.google.com/open?id=0B11O6ZMrJmMOMEZyU3VHSFFpMjA
  4. Jornal Widget Problem

    i have problem when i click the button to show details of quest the widget disapers what i doing wrong this is the link to project https://drive.google.com/open?id=0B11O6ZMrJmMOT2kzNHVGN2R1b1k
  5. craft system problem

    i find the soluction i make a newbie mistake i forget the connect the the foreachloop with breake in array element i forget the connect the array element to current amount and requeried amount
  6. craft system problem

    i can´t put my craft working the material don´t update in craft widget MasterItem.h USTRUCT(BlueprintType) struct Finventoryslot : public FTableRowBase {     GENERATED_BODY() public:     UPROPERTY(EditAnywhere, BlueprintReadWrite)         TSubclassOf<class AMasterItem>ItemClass;     UPROPERTY(EditAnywhere, BlueprintReadWrite)         int32 Amount; }; "LegendOfArthurCharacter.h USTRUCT(BlueprintType) struct FInventoryItem : public FTableRowBase {     GENERATED_BODY() public:     /*FInventoryItem() {     Name = FText::FromString("Item");     Action = FText::FromString("Use");     Description = FText::FromString("Please Enter a description for this item");     Value = 10;     }     */     UPROPERTY(EditAnywhere, BlueprintReadWrite)         FName ItemID;     UPROPERTY(EditAnywhere, BlueprintReadWrite)         FText Name;     UPROPERTY(EditAnywhere, BlueprintReadWrite)         FText Action;     UPROPERTY(EditAnywhere, BlueprintReadWrite)         int32 Value;     UPROPERTY(EditAnywhere, BlueprintReadWrite)         UTexture2D * thumbnail;     UPROPERTY(EditAnywhere, BlueprintReadWrite)         FText Description;     UPROPERTY(EditAnywhere, BlueprintReadWrite)         Category Category;     UPROPERTY(EditAnywhere, BlueprintReadWrite)         Rank Ranks;     UPROPERTY(EditAnywhere, BlueprintReadWrite)         bool canbeStack;     UPROPERTY(EditAnywhere, BlueprintReadWrite)         TArray<Finventoryslot>Recepie;     UPROPERTY(EditAnywhere, BlueprintReadWrite)         bool bCanBeUsed;     UPROPERTY(EditAnywhere, BlueprintReadWrite)         EnumSlots EnumSlots;     UPROPERTY(EditAnywhere, BlueprintReadWrite)         FString internalName; }; i put the blueprints and widgets in googledrive i using this tuturial https://www.youtube.com/watch?v=Fs0p4pPf9m8&index=20&list=PLmKKTERcjTPKEPl0nk48Tpmj-iWmzqo_Q#t=9.483922 https://drive.google.com/open?id=0B11O6ZMrJmMORkw1bWRQZmd2RFk what i doing wrong
  7. change umg unreal engine by c++

    The problem is only happen when i try login for the secound time i think the problem is in this function void UGameSparksStatics::LoginSucessDetails_Response(GameSparks::Core::GS & gs, const GameSparks::Api::Responses::AccountDetailsResponse & resp) {     if (inicialized) {         if (!resp.GetHasErrors()) {             /***********************************************************************/             if (theWorld->GetGameInstance())             {                 UStateManager *manager = Cast<UStateManager>(theWorld->GetGameInstance());                 if (manager)                 {                     manager->ChangeState(EGameState::EServerScreen);                 }             } /****************************************************************************************/             else             {                 if (GEngine) {                     GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::MakeRandomColor(), TEXT("Accounts Details Request Fail"));                 }             }         }     } } becouse i call a fuction like this the gameengine never crash i think the gameparks don´t like when have change the gamestats void UGameSparksStatics::LoginSucessDetails_Response(GameSparks::Core::GS & gs, const GameSparks::Api::Responses::AccountDetailsResponse & resp) {     if (inicialized) {         if (!resp.GetHasErrors()) {             if (GEngine) {             GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::MakeRandomColor(),resp.GetJSONString().c_str());             }             else             {                 if (GEngine) {                     GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::MakeRandomColor(), TEXT("Accounts Details Request Fail"));                 }             }         }     } }
  8. change umg unreal engine by c++

    now i have other problem when i try login the game and exit and try make login for the secound time the game crash give this error what i doing wrong and this is the link to my project https://www.dropbox.com/sh/ay42hi5u7npwf8n/AAB0lDrJ6VjKQ2pVL4wcCP8Sa?dl=0 Access violation - code c0000005 (first/second chance not available) UE4Editor_CoreUObject UE4Editor_RPG_4849!UGameSparksStatics::LoginSucessDetails_Response() [c:\users\pedro\documents\unreal projects\rpg\source\rpg\gamesparksstatics.cpp:48] UE4Editor_RPG_4849!GameSparks::Core::GSTypedRequest<GameSparks::Api::Requests::AccountDetailsRequest,GameSparks::Api::Responses::AccountDetailsResponse>::Callbacks::OnSucess() [c:\users\pedro\documents\unreal projects\rpg\plugins\gamesparks\source\gamesparksbasesdk\include\gamesparks\gstypedrequest.h:113] UE4Editor_GameSparks!GameSparks::Core::GSRequest::Complete() [c:\users\pedro\documents\unreal projects\rpg\plugins\gamesparks\source\gamesparksbasesdk\src\gamesparks\gsrequest.cpp:83] UE4Editor_GameSparks!GameSparks::Core::GS::ProcessReceivedResponse() [c:\users\pedro\documents\unreal projects\rpg\plugins\gamesparks\source\gamesparksbasesdk\src\gamesparks\gs.cpp:510] UE4Editor_GameSparks!GameSparks::Core::GS::ProcessReceivedItem() [c:\users\pedro\documents\unreal projects\rpg\plugins\gamesparks\source\gamesparksbasesdk\src\gamesparks\gs.cpp:565] UE4Editor_GameSparks!GameSparks::Core::GS::OnMessageReceived() [c:\users\pedro\documents\unreal projects\rpg\plugins\gamesparks\source\gamesparksbasesdk\src\gamesparks\gs.cpp:164] UE4Editor_GameSparks!GameSparks::Core::GSConnection::OnWebSocketCallback() [c:\users\pedro\documents\unreal projects\rpg\plugins\gamesparks\source\gamesparksbasesdk\src\gamesparks\gsconnection.cpp:129] UE4Editor_GameSparks!`anonymous namespace'::_RealWebSocket::_dispatch() [c:\users\pedro\documents\unreal projects\rpg\plugins\gamesparks\source\gamesparksbasesdk\src\easywsclient\easywsclient.cpp:649] UE4Editor_GameSparks!GameSparks::Core::GSConnection::Update() [c:\users\pedro\documents\unreal projects\rpg\plugins\gamesparks\source\gamesparksbasesdk\src\gamesparks\gsconnection.cpp:160] UE4Editor_GameSparks!GameSparks::Core::GS::UpdateConnections() [c:\users\pedro\documents\unreal projects\rpg\plugins\gamesparks\source\gamesparksbasesdk\src\gamesparks\gs.cpp:314] UE4Editor_GameSparks!UGameSparksModule::Tick() [c:\users\pedro\documents\unreal projects\rpg\plugins\gamesparks\source\gamesparks\private\gamesparksmodule.cpp:66] UE4Editor_Engine UE4Editor_UnrealEd UE4Editor_UnrealEd UE4Editor UE4Editor UE4Editor UE4Editor UE4Editor kernel32 ntdll
  9. inventory problem

    ok thanks the problem i want put i item in the slot of my inventory like the tutorial you give -me  but using c++ what is doing is create a slot every time i pick up a item
  10. inventory problem

    yes i using unreal engine the code i put in attanchemt but i gonna put a link to dropbox the problem i can´t put my item add correctly to my inventory https://www.dropbox.com/sh/7lk517mtun6zceh/AAAnZ9yrHhgy5Z_sWb9lWHFra?dl=0
  11. inventory problem

    i try pick up a item add to slot like this images [attachment=35948:Unreal_Action_RPG_Inventory_System.jpg] but this is my results [attachment=35950:ry.jpg] [attachment=35951:ddd.jpg]    
  12. inventory problem

    i can´t add a item correctly to my inventory the result is like this image ddd.png and i want this result this image Starting_inventory.png i use this tutorial to make the inventory https://www.youtube.com/watch?v=UCV5YWUobxo&t=15s i using unreal engine 4 i put in rar file becouse is multiples files what i doing wrong            
  13. change umg unreal engine by c++

    i find the solution i forget the add new instance to blueprintclass
  14. how i change umg for another by widget when i click in button&nbsp; using c++ i using this tutorial to make my login systyem https://www.youtube.com/watch?v=1wY35cep5V4 but i can´t put work void ULoginMenuWidget::OnOptionsClicked() { /*if (GetWorld()->GetGameInstance()) { UStateManager *StateManager = Cast<UStateManager>(GetWorld()->GetGameInstance()); if (StateManager) { StateManager->ChangeState(EGameState::EOptionsScreen); } } */ if (GEngine) { GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::MakeRandomColor(), TEXT("Options")); } /**/ } my game crash
  15. drag and drop

    thanks for the help I create a inventory system my problem i can´t put work my grab system i grab some code of example of pickingdemo.java how create a grab event to grab my container and move around the map the problem is in this code the soluction is create a grab event i don´t know how  MouseEventControl.addListenersToSpatial(mainWindow, new DefaultMouseListener() { @Override public void mouseButtonEvent(MouseButtonEvent event, Spatial target, Spatial capture) { if(event.getButtonIndex()==MouseInput.BUTTON_LEFT && event.isPressed()){ event.setConsumed(); System.out.println("Start drag"); if(event.getButtonIndex()==MouseInput.BUTTON_LEFT && event.isReleased() && mainWindow != null){ System.out.println("Stop drag"); } } @Override public void mouseEntered(MouseMotionEvent event, Spatial target, Spatial capture ) { System.err.println("Passou o rato por cima"); } public void mouseExited( MouseMotionEvent event, Spatial target, Spatial capture ) { System.err.println("Mouse Saiu"); } });