Having problems setting up UFPS + UIS

Mr Loadout

New member
Hello,

I'm using:
UFPS 3.2.2.
UIS 1.3.2.
Integration version 3.0.5
Unity 6000.1.3f1
URP 17.1.0.

I believe the problem might be with the integration because the set up Assault Rifle works fine with just the UFPS installed. These issues really have me stumped as I have installed these assets and integrations on earlier versions successfully, without ever running into anything like this.

So I've attempted to set up the UFPS + UIS integration following the tutorial videos on Youtube (the last two videos on the Ultimate Inventory System playlist). The problem begins during the video section called "Add Item to Loadout & Equip Item" (starting at 17:22 minutes), where we are supposed to set the "Loadout" Character Loadout Item Collection setting "Set Active Equipped" to true, so that the Assault Rifle placed in the Loadout is moved to the "Equippable Slots" Item Slot Collection when the game is running. It seems to be expected that the Assault Rifle is removed from the Loadout and only appears in the Equippable Slots when the game is loaded.

But what happens in my project is that an instance of the Assault Rifle remains in the "Loadout" Character Loadout Item Collection, and another instance of the Assault Rifle appears in the "Equippable Slots" Item Slot Collection with a differing ID.
The Assault Rifle in the Loadout is also called default (as in the name of the object in the list is "Assault Rifle (default)"), and the Assault Rifle in the Equippable Slots is called Assault Rifle (custom), which I don't recall happening before as I've set up the integration on older versions.

Now this isn't a fatal problem thus far, as the rifle still works and the program runs, but it does seem to be aberrant behavior that might clog up the Character Loadout Item Collection.

In the second tutorial video we set up the Equip and Unequip Item actions. When this item action is used on the Assault Rifle, it seems to only affect the Assault Rifle (custom), moving it between the Default Item Collection and the Equppable Slots Item Slots Collection.
But unequipping and equipping the Assault Rifle breaks it, somehow. There is no error, only a warning: "Can not play a disabled audio source".
Code:
Can not play a disabled audio source
UnityEngine.AudioSource:Play ()
Opsive.Shared.Audio.AudioConfig:Play (UnityEngine.AudioSource,Opsive.Shared.Audio.AudioClipInfo) (at ./Packages/com.opsive.shared/Runtime/Audio/AudioConfig.cs:479)
Opsive.Shared.Audio.AudioConfig:Play (Opsive.Shared.Audio.AudioSourceGroup,Opsive.Shared.Audio.AudioClipInfo) (at ./Packages/com.opsive.shared/Runtime/Audio/AudioConfig.cs:380)
Opsive.Shared.Audio.AudioManagerModule:PlayAudio (UnityEngine.GameObject,Opsive.Shared.Audio.AudioClipInfo) (at ./Packages/com.opsive.shared/Runtime/Audio/AudioManagerModule.cs:140)
Opsive.Shared.Audio.AudioManager:PlayInternal (UnityEngine.GameObject,Opsive.Shared.Audio.AudioClipInfo) (at ./Packages/com.opsive.shared/Runtime/Audio/AudioManager.cs:250)
Opsive.Shared.Audio.AudioManager:Play (UnityEngine.GameObject,Opsive.Shared.Audio.AudioClipInfo) (at ./Packages/com.opsive.shared/Runtime/Audio/AudioManager.cs:236)
Opsive.Shared.Audio.AudioClipSet:PlayAudioClip (UnityEngine.GameObject,Opsive.Shared.Audio.AudioModifier,int) (at ./Packages/com.opsive.shared/Runtime/Audio/AudioClipSet.cs:87)
Opsive.Shared.Audio.AudioClipSet:PlayAudioClip (UnityEngine.GameObject,int) (at ./Packages/com.opsive.shared/Runtime/Audio/AudioClipSet.cs:58)
Opsive.Shared.Audio.AudioClipSet:PlayAudioClip (UnityEngine.GameObject) (at ./Packages/com.opsive.shared/Runtime/Audio/AudioClipSet.cs:47)
Opsive.UltimateCharacterController.Items.AnimatorAudioStates.AnimatorAudioStateSet/AnimatorAudioState:PlayAudioClip (UnityEngine.GameObject) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Items/AnimatorAudioStates/AnimatorAudioStateSet.cs:66)
Opsive.UltimateCharacterController.Items.AnimatorAudioStates.AnimatorAudioStateSet:PlayAudioClip (UnityEngine.GameObject) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Items/AnimatorAudioStates/AnimatorAudioStateSet.cs:227)
Opsive.UltimateCharacterController.Items.Actions.Modules.Shootable.GenericReloader:StartItemReload () (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Items/Actions/Modules/Shootable/ReloaderModule.cs:548)
Opsive.UltimateCharacterController.Items.Actions.Modules.Shootable.GenericReloader:ReloadItem (bool) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Items/Actions/Modules/Shootable/ReloaderModule.cs:773)
Opsive.UltimateCharacterController.Items.Actions.Modules.Shootable.GenericReloader:WillEquip () (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Items/Actions/Modules/Shootable/ReloaderModule.cs:424)
Opsive.UltimateCharacterController.Items.Actions.CharacterItemAction:WillEquip () (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Items/Actions/CharacterItemAction.cs:618)
Opsive.UltimateCharacterController.Items.CharacterItem:WillEquip () (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Items/CharacterItem.cs:536)
Opsive.UltimateCharacterController.Character.Abilities.Items.EquipUnequip:InvokeWillEquipItem (Opsive.UltimateCharacterController.Items.CharacterItem,int) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Character/Abilities/Items/EquipUnequip.cs:256)
Opsive.UltimateCharacterController.Character.Abilities.Items.EquipUnequip:Update () (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Character/Abilities/Items/EquipUnequip.cs:625)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion:UpdateAbilities (Opsive.UltimateCharacterController.Character.Abilities.Ability[]) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Character/UltimateCharacterLocomotion.cs:665)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion:UpdateCharacter () (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Character/UltimateCharacterLocomotion.cs:580)
Opsive.UltimateCharacterController.Character.CharacterLocomotion:Move (single,single,single) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Character/CharacterLocomotion.cs:568)
Opsive.UltimateCharacterController.SimulationManager/SmoothedCharacter:Move (bool) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Game/SimulationManager.cs:168)
Opsive.UltimateCharacterController.SimulationManager:MoveCharacters (bool,single) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Game/SimulationManager.cs:771)
Opsive.UltimateCharacterController.SimulationManager:FixedMove () (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Game/SimulationManager.cs:711)
Opsive.UltimateCharacterController.SimulationManager:FixedUpdate () (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Game/SimulationManager.cs:700)
To clarify: this error appears when I re-equip the Assault Rifle from the Default Item Collection to the Equippable Slots Item Slot Collection using the CharacterEquipUnequipItemAction Item Action.

Checking the Shootable Action component on the Assault Rifle spawned on the character, there is a line which says:
"Can Start use Item: (No) Cannot start use item because of module [0] GenericReloader"
when attempting to fire the Assault Rifle, after re-equipping it.
The light on the [0] Generic Reloader module appears green, and I don't really know what the problem here could be, as I have not altered it (I'm using the Assault Rifle from the demo). I did try disabling the the Wait For Animation Event settings but that had no effect.

Stowing the gun away (switching Item Sets without unequipping the Assault Rifle from the Equippable Slots) and bringing it back out seems to work fine, doesn't break the gun.

Something new I noticed while typing up this novel was that reloading the weapon before unequipping it somehow prevented it from being broken when re-equipping it again. When I don't reload before unequipping, and I re-equip the Assault Rifle, a clipful of ammunition seems to be missing from the inventory.

I've gone through the videos several times to make sure I've set up the project exactly as guided. I've checked the Item Abilities on the Ultimate Character Locomotion component to see that they have the right Item Category, I've gone through the settings on the Inventory and the Character Inventory Bridge, I've checked Inventory Item Set Manager, rechecked that the Assault Rifle prefab has the correct Item Definition and that the Item Definition has the correct prefab... Like I said I'm completely stumped, could use some help here.

Thank you.


Edit:
Loaded up the integration demo and the same problem occurred with the Assault Rifle there as well. Worked after picking it up, but after unequipping it and re-equipping again it threw the same warning as detailed above and wouldn't fire anymore. Kept working if manually reloaded before unequipping the rifle.
However, the pistol did work normally, even after re-equipping it without reloading. No warnings on re-equip.

Additionally, I tried copying the values of the pistol Shootable Action component on to a duplicate assault rifle. The problem still remained.
 

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Last edited:
That's very weird...
I tested on the demo scene and wasn't able to replicate the issues.

To answer your question on the loadout. Whether you add to the EquippableSlost ItemCollection directly or you set into a CharacterLoadoutItemCollection that points to EquippableSlots itemCollection doesn't make much difference.

The main difference is the "Set Active Equipped" options that the CharacterLoadoutItemCollection has, which allows you to automatically active equip an item on loading the loadout.

Since I am unable to reprocude the iusse and the warning message is not much to go one, this will be very tricky to fix.
Is there any additional information you could give us? Maybe a video showing the problem?
If nothing helps we might need you to send us your project so we can have a closer look. But I'd save that as a last resort
 
Thank you for clarifying the loadout situation and looking into my report.

I don't know if you caught my edit at the end of the OP, but I've been doing a little testing with other weapons and set ups. In addition to the pistol, the shotgun also works normally.
Something I noticed while testing the shotgun is that when you try to fire while the gun is reloading it gives the same debug message in the Shootable Action component as the problem does:
"Can Start use Item: (No) Cannot start use item because of module [0] GenericReloader"

I rebuilt the assault rifle using the "Assault Rifle Setup in the Ultimate Character Controller (Tutorial)" video as a guide. The gun worked fine, with an infinite ammo in the ammo module group and a simple clip in the clip module group. But when I switched over to using inventory item ammo in the ammo module group and inventory ammo data clip in the clip module group the problem returned (after unequipping and re-equipping a weapon with a partially used magazine).
I'm using a duplicated integration inventory system database, as adviced in the tutorial video referred to in the OP.
But then this also doesn't make sense because both the pistol and the shotgun used inventory item ammo and inventory ammo data clips and they worked fine.

Next I tried fiddling with the settings in the generic reloader. When I disabled Auto Reload on Equip (leaving Pickup and Empty enabled) the issue appears a little differently: the warning pops up and the AR refuses to fire, but in addition to that, the inverse of how much ammo was in the clip left is instead displayed in the bullet count. What I'm trying to say is that if I fired the gun five times before unequipping it there will be 5 shots in the clip when I re-equip it (instead of 25, assuming a max clip size of 30). And that five shots in the clip will be deducted from the ammunition stored in the default item collection. The ammo that was left in the magazine that was in the gun when it was unequipped is gone.
But then reloading the gun works this time and the assault rifle works again.
After that I went back to the generic reloader again and disabled Auto Reload on Empty. I fired the assault rifle until it was empty and then unequipped it leaving it empty. Upon re-equipping it the clip was full and the assault rifle was ready to fire (Auto Reload on Equip was still disabled). No warnings either.

Then I went into the prefabs folder under the integration demo (Opsive/UCC/Integrations/UIS/Demo/Prefabs/Items) and duplicated the AssaultRifleWeapon Variant and the PistolWeaponLeft Variant.
On these duplicates I swapped the Shootable Action components around, so the AR got the pistol's modules and vice versa. Both of the weapons presented the issue: the warning and no fire.
Which is pretty interesting, since the pistol worked previously.

Lastly, I enabled the Debug Action on the Shootable Action component and set the Character Item Action Debug Module Type to All.
This is the log message that appears when the assault rifle is attempted to be used with the issue present, right after the warning:
Code:
[27378][ThirdAssaultRifle] : Cannot start use item because of module GenericReloader
UnityEngine.Debug:Log (object,UnityEngine.Object)
Opsive.UltimateCharacterController.Items.Actions.CharacterItemActionLogger:Log (string) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Items/Actions/CharacterItemActionLogger.cs:89)
Opsive.UltimateCharacterController.Items.Actions.UsableAction:CanStartUseItem (Opsive.UltimateCharacterController.Character.Abilities.Items.Use,Opsive.UltimateCharacterController.Items.Actions.UsableAction/UseAbilityState) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Items/Actions/UsableAction.cs:297)
Opsive.UltimateCharacterController.Character.Abilities.Items.Use:CanStartAbility () (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Character/Abilities/Items/Use.cs:194)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion:TryStartAbility (Opsive.UltimateCharacterController.Character.Abilities.Items.ItemAbility,bool) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Character/UltimateCharacterLocomotion.cs:990)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion:TryStartAbility (Opsive.UltimateCharacterController.Character.Abilities.Ability,bool,bool) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Character/UltimateCharacterLocomotion.cs:839)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotionHandler:TryStartAbility (Opsive.UltimateCharacterController.Character.Abilities.Ability) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Character/UltimateCharacterLocomotionHandler.cs:226)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotionHandler:UpdateAbilityInput (Opsive.UltimateCharacterController.Character.Abilities.Ability[]) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Character/UltimateCharacterLocomotionHandler.cs:133)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotionHandler:UpdateAbilityInput () (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Character/UltimateCharacterLocomotionHandler.cs:101)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotionHandler:Update () (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Character/UltimateCharacterLocomotionHandler.cs:75)
 

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There is another log message which appears upon re-equipping the assault rifle, even before the warning, but I don't know if it's much use, since it seems to be the same log that appears when you re-equip a functioning gun. Here it is anyway, appearing right before the warning after re-equip:
Code:
[27195][ThirdAssaultRifle] : Should not Reload because of module: GenericReloader
UnityEngine.Debug:Log (object,UnityEngine.Object)
Opsive.UltimateCharacterController.Items.Actions.CharacterItemActionLogger:Log (string) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Items/Actions/CharacterItemActionLogger.cs:89)
Opsive.UltimateCharacterController.Items.Actions.ShootableAction:ShouldReload (Opsive.UltimateCharacterController.Items.CharacterItem,Opsive.Shared.Inventory.IItemIdentifier,bool) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Items/Actions/ShootableAction.cs:601)
Opsive.UltimateCharacterController.Character.Abilities.Items.Reload:ShouldReload (Opsive.UltimateCharacterController.Items.CharacterItem,Opsive.Shared.Inventory.IItemIdentifier,bool) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Character/Abilities/Items/Reload.cs:463)
Opsive.UltimateCharacterController.Character.Abilities.Items.Reload:OnTryReload (int,Opsive.Shared.Inventory.IItemIdentifier,Opsive.Shared.Inventory.IItemIdentifier,bool,bool) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Character/Abilities/Items/Reload.cs:396)
Opsive.UltimateCharacterController.Character.Abilities.Items.Reload:OnPickupItemIdentifier (Opsive.Shared.Inventory.IItemIdentifier,int,bool,bool) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Character/Abilities/Items/Reload.cs:365)
Opsive.Shared.Events.InvokableAction`4<Opsive.Shared.Inventory.IItemIdentifier, int, bool, bool>:Invoke (Opsive.Shared.Inventory.IItemIdentifier,int,bool,bool)
Opsive.Shared.Events.EventHandler:ExecuteEvent<Opsive.Shared.Inventory.IItemIdentifier, int, bool, bool> (object,string,Opsive.Shared.Inventory.IItemIdentifier,int,bool,bool)
Opsive.UltimateCharacterController.Inventory.InventoryBase:OnItemIdentifierPickedUp (Opsive.Shared.Inventory.IItemIdentifier,int,int,bool,bool) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Inventory/InventoryBase.cs:698)
Opsive.UltimateCharacterController.Inventory.InventoryBase:OnCharacterItemSpawned (Opsive.UltimateCharacterController.Items.CharacterItem) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Inventory/InventoryBase.cs:817)
Opsive.UltimateCharacterController.Integrations.UltimateInventorySystem.CharacterInventoryBridge:OnCharacterItemSpawned (Opsive.UltimateCharacterController.Items.CharacterItem) (at Assets/Opsive/UltimateCharacterController/Integrations/UltimateInventorySystem/Scripts/CharacterInventoryBridge.cs:674)
Opsive.UltimateCharacterController.Items.CharacterItem:Initialize (bool) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Items/CharacterItem.cs:298)
Opsive.UltimateCharacterController.Items.CharacterItem:Initialize (Opsive.Shared.Inventory.IItemIdentifier) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Items/CharacterItem.cs:367)
Opsive.UltimateCharacterController.Inventory.InventoryBase:SpawnCharacterItem (Opsive.UltimateCharacterController.Items.CharacterItem,Opsive.Shared.Inventory.IItemIdentifier) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Inventory/InventoryBase.cs:870)
Opsive.UltimateCharacterController.Inventory.InventoryBase:SpawnItemIdentifiersCharacterItem (Opsive.Shared.Inventory.IItemIdentifier,int) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Inventory/InventoryBase.cs:780)
Opsive.UltimateCharacterController.Inventory.InventoryBase:AddItemIdentifierAmount (Opsive.Shared.Inventory.IItemIdentifier,int,bool,int) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Inventory/InventoryBase.cs:590)
Opsive.UltimateCharacterController.Inventory.InventoryBase:PickupItem (Opsive.Shared.Inventory.IItemIdentifier,int,int,bool,bool,bool,bool) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Inventory/InventoryBase.cs:641)
Opsive.UltimateCharacterController.Inventory.InventoryBase:AddItemIdentifierAmount (Opsive.Shared.Inventory.IItemIdentifier,int) (at ./Packages/com.opsive.ultimatecharactercontroller/Runtime/Inventory/InventoryBase.cs:562)
Opsive.UltimateCharacterController.Integrations.UltimateInventorySystem.CharacterInventoryBridge:OnAddItemToInventory (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo,Opsive.UltimateInventorySystem.Core.DataStructures.ItemStack) (at Assets/Opsive/UltimateCharacterController/Integrations/UltimateInventorySystem/Scripts/CharacterInventoryBridge.cs:400)
Opsive.Shared.Events.InvokableAction`2<Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo, Opsive.UltimateInventorySystem.Core.DataStructures.ItemStack>:Invoke (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo,Opsive.UltimateInventorySystem.Core.DataStructures.ItemStack)
Opsive.Shared.Events.EventHandler:ExecuteEvent<Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo, Opsive.UltimateInventorySystem.Core.DataStructures.ItemStack> (object,string,Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo,Opsive.UltimateInventorySystem.Core.DataStructures.ItemStack)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemCollection:NotifyAdd (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo,Opsive.UltimateInventorySystem.Core.DataStructures.ItemStack) (at ./Packages/com.opsive.ultimateinventorysystem/Scripts/Core/InventoryCollections/ItemCollection.cs:477)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemSlotCollection:SetItemAmount (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo,int,bool) (at ./Packages/com.opsive.ultimateinventorysystem/Scripts/Core/InventoryCollections/ItemSlotCollection.cs:317)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemSlotCollection:AddItemInternal (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo,int) (at ./Packages/com.opsive.ultimateinventorysystem/Scripts/Core/InventoryCollections/ItemSlotCollection.cs:264)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemSlotCollection:AddItem (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo,int) (at ./Packages/com.opsive.ultimateinventorysystem/Scripts/Core/InventoryCollections/ItemSlotCollection.cs:230)
Opsive.UltimateCharacterController.Integrations.UltimateInventorySystem.CharacterInventoryBridge:MoveItemToEquippable (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo,int,int) (at Assets/Opsive/UltimateCharacterController/Integrations/UltimateInventorySystem/Scripts/CharacterInventoryBridge.cs:940)
Opsive.UltimateCharacterController.Integrations.UltimateInventorySystem.CharacterInventoryBridge:MoveEquip (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo,int,int,bool) (at Assets/Opsive/UltimateCharacterController/Integrations/UltimateInventorySystem/Scripts/CharacterInventoryBridge.cs:1020)
Opsive.UltimateCharacterController.Integrations.UltimateInventorySystem.CharacterInventoryBridge:MoveEquip (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo,bool) (at Assets/Opsive/UltimateCharacterController/Integrations/UltimateInventorySystem/Scripts/CharacterInventoryBridge.cs:1007)
Opsive.UltimateCharacterController.Integrations.UltimateInventorySystem.CharacterEquipUnequipItemAction:InvokeActionInternal (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo,Opsive.UltimateInventorySystem.ItemActions.ItemUser) (at Assets/Opsive/UltimateCharacterController/Integrations/UltimateInventorySystem/Scripts/InventoryItemActions/CharacterEquipUnequipItemAction.cs:91)
Opsive.UltimateInventorySystem.ItemActions.ItemAction:InvokeAction (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo,Opsive.UltimateInventorySystem.ItemActions.ItemUser) (at ./Packages/com.opsive.ultimateinventorysystem/Scripts/ItemActions/ItemAction.cs:97)
Opsive.UltimateInventorySystem.UI.Panels.ActionPanels.ItemActionPanel:InvokeActionInternal (int) (at ./Packages/com.opsive.ultimateinventorysystem/Scripts/UI/Panels/ActionPanels/ItemActionPanel.cs:84)
Opsive.UltimateInventorySystem.UI.Panels.ActionPanels.ActionPanel`1<Opsive.UltimateInventorySystem.ItemActions.ItemAction>:InvokeAction (int) (at ./Packages/com.opsive.ultimateinventorysystem/Scripts/UI/Panels/ActionPanels/ActionPanel.cs:129)
Opsive.UltimateInventorySystem.UI.Panels.ActionPanels.ActionPanel`1/<>c__DisplayClass18_0<Opsive.UltimateInventorySystem.ItemActions.ItemAction>:<OpenInternal>b__0 () (at ./Packages/com.opsive.ultimateinventorysystem/Scripts/UI/Panels/ActionPanels/ActionPanel.cs:77)
Opsive.UltimateInventorySystem.UI.CompoundElements.ActionButton:Press () (at ./Packages/com.opsive.ultimateinventorysystem/Scripts/UI/CompoundElements/ActionButton.cs:88)
Opsive.UltimateInventorySystem.UI.CompoundElements.ActionButton:OnPointerClick (UnityEngine.EventSystems.PointerEventData) (at ./Packages/com.opsive.ultimateinventorysystem/Scripts/UI/CompoundElements/ActionButton.cs:156)
UnityEngine.EventSystems.EventSystem:Update () (at ./Library/PackageCache/com.unity.ugui@5c9fd4989cdd/Runtime/UGUI/EventSystem/EventSystem.cs:544)
 
After a few tries I was never able to get the same warnings you got. But I was able to replicate the assault rifle not being able to fire after re-equip.
I'm looking into it in more detail.
I will let you know once I find a solution, it's probably a bug that was added in a recent update, my apologies for the inconvinience
 
Sorry for the delay, unfortunatly I will not be able to get to fixing it this week. I will look into it further next week.
Very sorry for the inconvinience
 
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