omg_ketchup
New member
I'm having a bit of trouble with Runtime Pickup Items and the Item Sets. I have a working setup where I added items directly to a character, but I wanted it to be more modular, so I'm trying to convert these to Runtime Pickup Items. My current setup has 3 slots, each with a Shootable or MagicItem attached to the character. I've also set up a Use (Slot 0), Use (Slot 1), Use (Slot 2) Item Abilities. This sets it up so I can press 1, 2, or 3, and each of the items will be used properly. This is working swimmingly.
However, creating Runtime Pickups is not working so well. I've created the Items which I can successfully pick up, and they are equipped to the proper slot. However, picking up an Slot 1 item will unequip any other Item Slots that are currently equipped. I think this is related to the PickupSet/ItemSet interaction. On the ItemPickup component, it says taht I need to define a PickupSet or the character won't be able to pick p the item. When I define the PickupSet for the items, I assign the Item, and it auto-selects the proper slot for that item, and leaves the other slots blank. However, when it's actually picked up, the entire PickupSet gets added as a new ItemSet, and since the other slots were empty, it unequips them.
Is there a way to have it so when I pick up an item, it does not unequip item slots that are left empty in the PickupSet?
I am -not- using the Ultimate Inventory System, just in case anyone was wondering.
However, creating Runtime Pickups is not working so well. I've created the Items which I can successfully pick up, and they are equipped to the proper slot. However, picking up an Slot 1 item will unequip any other Item Slots that are currently equipped. I think this is related to the PickupSet/ItemSet interaction. On the ItemPickup component, it says taht I need to define a PickupSet or the character won't be able to pick p the item. When I define the PickupSet for the items, I assign the Item, and it auto-selects the proper slot for that item, and leaves the other slots blank. However, when it's actually picked up, the entire PickupSet gets added as a new ItemSet, and since the other slots were empty, it unequips them.
Is there a way to have it so when I pick up an item, it does not unequip item slots that are left empty in the PickupSet?
I am -not- using the Ultimate Inventory System, just in case anyone was wondering.