Access None - Blueprint structures and UMG
So here is the simple part of it.
I've got what I'll call an inventory of craftable objects. I've made a blueprint structure to house the information Which reads like this:
The name of the item
Now I've made another structure as an array holding the above information, kind of like a multidimentional array but not. I've used this array - which would look like several items containing multiples of the information above - in a blueprint to act as a database with all of the creatable objects in my game.
Now, in my interface editor, I have a 'collection' GUI that lets the user see everything that is creatable. It generates an Icon with the item name and what is required to craft it. I've tried to cast, created functions and still I get access none errors.
[Name, Level, Ingredient count, Ingredient names]
variables filled in
and information reported back to
I can post a pic or set of pics, but its pretty simple to recreate.
asked Sep 07 '15 at 04:29 AM in Blueprint Scripting
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