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any tips on transferring the UI and inventory to another character bp? ive added components and set up inputs, i can see the hud prompts but not activate them

Hi, Fix this issue quickly by checking these things:

1. Re-Target the UI Casting

Open your Inventory Widget.

Find where it says Get Player Character.

Change the Cast To [OldCharacter] node to your [NewCharacter].


2. Add Enhanced Input Context

 Open your New Character Blueprint.

On Event BeginPlay, add the Add Mapping Context node.

Select your asset's Input Mapping Context.


3. Possess the Character

Click your new character in the viewport.

Look at the Details panel.

Set Auto Possess Player to Player 0


4. If the GameMode is still spawning or referencing your old character, it will break the UI and inputs.


* Are you using Enhanced Input or legacy inputs?

* Is the inventory built as an Actor Component?

I thiiiink I have most of that figured out, but I am trying to bridge this to a GASP project so I am not sure how to merge the game mode stuff

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Hi thanks for you reply please stop trying to merge the GameModes. GASP does not use a traditional GameMode to spawn characters, so trying to merge them will break the project.

Instead, keep the GASP GameMode active in your World Settings and follow these exact steps to combine our assets:

1. Put the Component and Variables on CBP_Sandbox

Open the GASP parent character blueprint (usually named CBP_Sandbox or CBP_Player).

Click Add Component and add my Inventory Component.

Look at my asset's original character blueprint. If there are any variables outside of the component (like gold, weight, or UI references), manually re-create those exact same variables inside CBP_Sandbox.


2. Put the UI Logic in CBP_Sandbox

Inside CBP_Sandbox, create your input key event (e.g., Press 'I').

Hook it up to my asset's Create Widget node (select the Inventory UI) and connect it to Add to Viewport.


3. Fix the Widget Casting

Open my asset's Inventory UI Widget.

Find the Get Player Character node.

Change the Cast To [MyOldCharacter] node to Cast To CBP_Sandbox.


4. Relink the Interaction Trace (HUD Fix)

The reason you can see HUD prompts but can't activate them is because the item pickup logic is still looking for my old character class.

Open my asset's Interactable / Item Blueprint.

Look at the overlap or line trace logic.

Change the Cast To [MyOldCharacter] to Cast To CBP_Sandbox.


 5. Combine the Enhanced Input Context

 Open your GASP Input Mapping Context.

 Manually add my asset's Input Actions (like IA_OpenInventory or IA_Interact) directly into your GASP IMC and assign your keyboard keys there.

 Ensure your CBP_Sandbox calls Add Mapping Context on BeginPlay

To make sure this solves it for them, let me know:

* What is the exact name of the GASP character blueprint they are using if it isn't CBP_Sandbox?

* Are they getting any red compiler errors in their blueprints right now?

And make sure:

Replace [My0ldCharacter] with the actual name of your asset's original character blueprint (e.g., BP_InventoryCharacter ).

Replace references like IA_OpenInventory or IA Interact with the actual names of your asset's Input Actions.

You are amazing. The character is SandboxCharacter_CMC I believe but i have changed the casting and adjusting the game mode and inputs is easy. I believe this will work, I missed a couple of those steps and I think this should work when I give it a shot. Thank you so so much

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No worries let me know if there anything i could help and please leave a review if you like this asset thanks!

Absolutely! Also, trying to replicate what I did earlier, do I change the casting in the Inventory Component from Character to my new CBP? I cant find the other function you were talking about it seems, unless this is the one. (get owner> cast to character i think?

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Ok, I have got it somewhat working on the Gasp character. The only thing now is figuring out how to link the animations/the character BP. I added sockets but the gun still spawns at feet so assuming its an anim thing. 
EDIT: Got the gun to appear in hands, it fires without an anim, I think I need to retarget some stuff and then good to go :D

Awesome progress! You are exactly right since the logic and sockets are working, it's just a matter of retargeting the weapon animations to the GASP skeleton.

Once those animations are retargeted and assigned to your character, you'll be fully good to go! Let me know if you hit any snags with the retargeter.

I retargeted the animations, but I am unsure as to how to integrate them into the ABP. I added the character's retargeted firing anims to the pistol but no luck.