Creating new Slot Actors (Update)

Currently in 1.6x there is only one Slot Master setup for Static Meshes, I probably won't add that in the future for Skeletal Meshes unless I find a good reason. However, Duplicating it and replacing the root component with a Skeletal Mesh Component is almost all you need to do. Outside of that you still need to pass my Blueprint Interface, the mesh component, which takes in a Primitive Component (The parent class of both Static and Skeletal Mesh Components). In the Folder /All/Game/DAO/Blueprints/HeldObjects/SlotManagement/Slots you will find the Slot Master.

To begin we will create a Child of this class and name it.

Assign the Static Mesh to the Static Mesh Component if you need one, otherwise you could just have no mesh assigned, but if that's the case it may make more sense to just duplicate this one and remove the static mesh component from the root. If you don't need one, having an empty mesh as the root may add extra overhead for no reason. It will still work without a mesh, as I am attaching things directly to the actor itself when no socket is provided.

Next we need to setup some tags which include: Accepted Item Tags: This is the tag of the Items we want to be attached to this Slot Actor. If the Items Tag Matches one of the tags within this Gameplay Tag Container then it will be attached. This is a Container which allows more then one tag to be assigned. Accepted Slot Tags: This represents the Slot with which this slot actor can be attached. The slot manager component on the Character will determine which slot this Slot Actor is attached. This is a Container which allows more then one tag to be assigned. In 1.6x there is a corrupted component, this will be rebuilt soon to fix this.

It's important that you know that the Accepted Slot Tag must be associated with an Item Slot in order for the Slot Manager to attach it to a Socket. Therefore you must go into your Character (Child or Main BP) and add an Item Slot Entry, give it a Socket Name that exists on your Character, and tell it what hand will be reaching for it with.

Remember that if you are using a Live Retargeted Character, that you override the GetCharacterMesh function as this will return the reference to the mesh with which things get attached.

Last updated