Whenever I looked into this in the past, I came out of it somehow thinking you don't need to be registered as a sole trader or anything like that (I'm also in the UK). It's surprising how hard it is to find concrete answers on this stuff.
Could you…
Thanks, parenting works, although the animator was using Root Motion, so I had to add an Object: Call Event action to disable it, then re-enable it again once the movement was complete.
Note that this only needs to be done when the lift is moving d…
No difference with a Rigidbody I'm afraid, even set to Interpolate.
I believe this is the latest version of the camera package - it allows you to set both a Height and Horizontal offset.
Thank you. What I did (before I saw this reply) was just have the examine interaction have a single action: call an action list asset to do the same thing (show narration text). This also avoids having to write the text again.
That's right, but the problem is that I want the hotspot's use interaction to be In Scene, but the examine interaction to be Asset File. I think the only way around is to either write the descriptions for every hotspot, or use a menu.
Okay it is working now (sorry, my fault again!) - at some point I had set the ContainerItems element's Max number of slots to 8, but by default the only slots visible are 5, so the shift would not seem to work. So, if using Only show when effective?…
The issue persists in latest version. Here are the settings for the "Shift Right" Element button on the container, as well as the Settings Manager.
https://imgur.com/a/YmVWhVp
I set the Menu & Label to Absolute Pixels of 1000 each, and it seems to work. I'm not sure how that will scale on different screens / resolutions though, I admit I'm quite ignorant of that side of things.
Yeah I got it working in the end, thanks for the advice. I am having a bit of an issue with how the text is displayed though, it seems to get cut off.
https://imgur.com/a/XCbTwN1
This should say "Can be used as a light source." The menu …
Wait, does this mean I'd need a separate menu for every item description though? Maybe there is a way around that using the document/journal system, as in, the examine action list for the inventory item opens a specific document that just displays t…
The appear type is On Input Key.
Since parts of my game have combat involved the game must remain paused, so with that in mind displaying a string variable seems like the way to go - as long as the inventory can stay open while an additional menu i…
Just coming back to this, I can't see any way around it, so if possible could you make the update to the Advanced TP Camera, or perhaps tell me what I'd need to edit in it's script so I can try and add it myself please? It would benefit me greatly.
Ah, I figured it out - it was my fault, sorry for the bother.
In my On Button Down action list, I used an Engine: Manage Systems action which disabled input - this stopped the On Button Up action from firing, because technically it's still an input.
Sorry, what input settings are you referring to? The active input types are buttons, and are available only when game is normal.
Besides that, it is using the right mouse button. I am using Rewired though (with the script from the AC wiki).
I've recently run into an issue with this. If you just tap the button (right mouse), then it stays in first person mode as if it was using a toggle. But to exit back to "normal" mode you must hold the button, then let go.
So basically, th…