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Unreal Engine 5 - Weapon Inventory UI - Open/Close (ALS #146)

Today, we are going to continue with the weapon inventory UI widget. Here, we are going to implement open and close functions of the inventory UI. Also, we will look into how to keep the selected weapon highlighted in the HUD.

project files

https://www.patreon.com/posts/63654325 

Unreal Engine 5 - Weapon Inventory  UI - Open/Close (ALS #146)

Comments

I just got all actor of class for each weapon and did a branch and plugged a skeletal mesh into a select node with gun type into fp view. And it works I tried making a bpi and place the different guns as output variables but it wasn’t working.

Shil

its hard to do in a logic. But try to understand the process I setup BPI_Gun interface and how do I call them from character in shooter project. That will give you enough knowledge to how to set it up yourself

Thilina Premasiri

Can you post some logic for me.

Shil

You may need to setup qn interface function to call the required method

Thilina Premasiri

I was thinking it had to do with held object

Shil

If I cast to BP gun and get sight, it only goes to the ak47

Shil

Hi there, I was wondering if you could give me a hand. I’m trying to use a aim down sight which I added to BP gun. How can I call this sight when switching to first person view so that it will select the sight according to the gun I’m holding. I tried get gun type with a select node but get stuck with what to do next

Shil


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