![]() This function's blueprint code (along with a ton of other shit) just checks that A: it's alive in the world and B: you can pick it up. PICKUP_Base has a function exposed called TryInteract. Let's start with the PICKUP_Base.uasset so you can understand how these entities work in the world. They are located in Blueprints/Interactables/Pickups. This is the entity that's placed in the world that when interacted with places the item into your inventory. ![]() What you need to do is actually locate the PICKUP version of the item you wish to give yourself and open that with a UAsset viewer. I am the one who figured out what the GrantItem function expects as its class parameter and it took a lot of trial and error for us to figure it out properly, so don't be embarrassed that it isn't exactly intuitive on how to get the item strings. ![]() I've read this thread multiple times but maybe I missed something? Any help would be greatly appreciated ![]() Or, am I being a noob in completely misunderstanding how this works for most items in the game? Also are those items just the items that where put in And it's not possible to create whatever item you want in game. I was also Wondering if there is a way to spawn from the crosshair. I add the commands at the beginning and the end of the line, and I still get nothing I don't even get command not recognized after I enter them and I do have GrantItem on. uassets, and I find examples that match 1 for 1 with the syntax of the ones from the list. ![]() This works for me like a charm, but when I try to create other items not in the list I don't get any results. GrantItem does now support to spawn upgrades! Make sure to thank this dude for his work! If you want more or less items then change the Count= to anything you want! ( yes you can copy and paste it into the console with ctrl+v) Code: Select all GrantItem (ItemClass=/Game/Blueprints/Inventory/Items/ITEM_LogicProbe.ITEM_LogicProbe_C,Count=1) 0 ![]()
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