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
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.
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.
The reason it is not playing is because GASP uses a highly advanced Motion Matching system and specific Anim Layers rather than a standard Anim Blueprint (ABP). You cannot just drop the animations into the main ABP.
GASP is built differently and uses Animation Layers for weapons. To get the firing animations to play, follow these steps:
1. Locate the GASP Item Data / Overlay State
GASP switches weapon stances using Overlay States (like Pistol, Rifle, Unarmed).
Find the Data Asset or Item Definition for your pistol inside the GASP folders.
2. Link the Anim Layer
Look for the Anim Layer Class or Linked Anim Graph variable inside that pistol data asset.
You need to create a child of the GASP weapon anim layer, plug your retargeted firing animation into the Weapon Fire state inside it, and assign this layer to your pistol item.
3. Use an 'Anim Montage' for a Quick Fix
If the Layer system is too confusing, you can bypass it for the firing logic.
Right-click your retargeted fire animation and select Create Anim Montage.
Inside the character blueprint where the gun fires, use a Play Anim Montage node, select your new montage, and ensure the Mesh parameter is linked.
Let me know:
* Is your asset currently firing the weapon using a Play Anim Montage node, or is it handled inside your old ABP?
* Does your asset use a specific Slot Name (like UpperBody) for montages?