Slot Setup & Slot Manager
Last updated
Last updated
You will notice under your components an AC_SlotManager. This is the system that manages slots such as Pistol Holsters and Rifle Holsters. Under the Item Slots Array you will notice Socket Names, these will be the names it will assume the sockets have for these items. I have included the Skeletons of these character's with the Repo version of the project so that you guys can use them as a reference. You can place and adjust the positioning of these to meet your character's needs. The Preferred Reaching Hand is used to let the Slot Manager Know what side of the body this item is on and what hand you prefer to holster items from into this slot/holster. The Pickup System is designed so that it when an item is about to be picked up that has a Left and Right hand AnimSet (It will assume that this item can be picked up with either hand if these conditions are met), that a check is ran to see if a holster is available for the right and left hand, if the right is occupied it will pick the item up with the left hand, if there is not left slot available it will just pick it up with the right hand. The AllowedSlotClass defines which Slot Actors can be attached to this socket. we could have Multiple Hip_Pistol Holsters, but we want to ensure that a grenade is not attached to it. The Slot Actors can be setup like Weapons can with Item Data, or you could simply just call SetupMesh and assign the Mesh too it as I have done. This function will automatically create a Static Mesh or Skeletal Mesh Component based on which you assign as the Mesh. If you wish you can create an Item Data for it and set the Mesh and give it a Gameplay Tag for Identification purposes. I may do this in a later update. Under Class Defaults you will see Accepted Item Tags. This should be the Parent tag of your Weapon. For Example if I wanted my M9 to be accepted into this Holster I would not add DAO.HeldObject.State.Pistol.M9 Instead I would add DAO.HeldObject.State.Pistol This is a gameplay tag container, so it can actually hold multiple Item Types, this allows for a holster to support an array of different items.