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mjbcfc

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mjbcfc
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  • @ChrisIceBox Sorry mate, must always be difficult trying to get to the bottom of some of these issues with no screenshots lol. Below is a link to the properties of the Inventory menu, I've not changed this at all (well except for specifying a RectTr…
  • @ChrisIceBox Original post below however I have a minor update - Direct Control now seems to work however only if I use the system cursor with the mouse to click on one of the inventory items or shift left/right buttons first. I've setup the First s…
  • @ChrisIceBox I should probably setup a new discussion however I wasn't sure (the issue I'm having was part of the secondary issue highlighted in this topic and not the one mentioned in the title). Either way I seem to be struggling with the direct n…
  • So even though that option gets hidden when the control input is set to Mouse and Keyboard that it still has an effect - it is currently ticked (when the input method is Keyboard or Controller) so when it gets hidden when Mouse and Keyboard is selec…
  • @ChrisIceBox Just a quick update to say thanks again, I've got this working perfectly and actually highlighted another issue that I've now resolved that I only could've solved thanks to your suggestion regarding the option file and the player specif…
  • @ChrisIceBox Ah ok....the way I currently have it I don't ask the player to select an option (they can just control using mouse/keyboard or controller in the fly) however due to the above issues it does make a lot more sense to control this more rig…
  • @ChrisIceBox Ah I see...I've selected Keyboard or Controller though so that the player can control using either Keyboard+Mouse or a Controller (if controller then the game cursor is moved using the Right Analog Stick) so mechanically I can't go to M…
  • @ChrisIceBox Yeah I don't believe I ran into this problem before with previous AC projects. As an aside the pause menu also only reacts to the system cursor which again not only is separated from the in-game AC cursor however no cursor shows up at a…
  • Chris, sorry, I realised that I ended my statement about the problem persisting in builds with a question mark for some reason however I was stating that I had tried it in a test build and the problem did indeed still persist (apologies for the conf…
  • Congrats on getting funded! I have to say the gameplay trailer looks great, I love the idea of your 'Inventory' bar being populated with clues/notes that you find (so not confined to physical objects you pick up) and then being able to use them on o…
  • @Rem I'm the King of unprofessional workarounds haha! I'm as far from a programmer as you can get so I'm constantly finding workarounds that I can imagine most proper programmers would likely scoff at! Yes you're right though the ability for us to d…
  • Only looked at your images after posting - off the top of my head I'm sure all you need to do is replicate the axis of StabLeft keeping the exact same name however map this to the controller's left stick. Again if I've misunderstood anything then I'…
  • @Rem I see you've got a workaround however I believe it is best in the long term to map input axes. I'm also supporting both keyboard and controller however I've done so by, for example, mapping the 'InteractionA' input to both 'A' button on the con…
  • Sorry to reply to an old thread however I believe this has helped me out! I was previously using the Run Action List When Turn On for the hotspot menu to trigger an animation trigger within the hotspot's animator so that it would play the necessary …
  • This looks intriguing and very professional, I may have to check this out!
  • @Deckard_89 Ah yes, makes sense. I wonder though if you're able to have 2 separate AimIK components and simply switch between them? Part of my solution I actually start with the AimIK component disabled and only enable it when I pick an object up so…
  • @Deckard_89 To be honest I don't think I've ever checked out the Wiki (I know, what an idiot I am lol). I'll check this out, I have managed to call the required FinalIK interactions though using my own custom scripts however I am certain that a cus…
  • Well miraculously I seem to have gotten what I wanted to work relatively easier than I first thought, I'm so happy that I may try and upload a vid/gif of it working as desired once fully polished! For anyone interested I mainly used the FinalIK plug…
  • @ChrisIceBox Thanks again for the helpful response, I've unfortunately been away from my PC for a few days now however I hope to give your advice a try tonight. I think it will take some effort to get this working in a way that looks and feels good …
  • @ChrisIceBox I quickly tested my scene again and looked at the layer of the hotspot, they were being put into a DistantHotspot layer which I'm guessing is the reason they were turned off and so when i switched modes the hotspot would stay in this l…
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