You can use variable tokens for each word, and then set that variable's value to e.g. "****" if the user opts to remove swearing.
Audio would be trickier. What's your Reference speech files set to, and do you have different audio dependi…
So long as the Dropdown and Variable can get properly linked, there'll be no need for a custom script. AC Variables are saved automatically, and the Variable: Check / Variable: PopUp switch Actions can be used to run extra logic if they have certai…
Is this to say that you're switching dynamically between Mouse And Keyboard and Keyboard Or Controller at runtime?
AC will only manipulate the locked state of the cursor while using Mouse And Keyboard input. If you're using another input method, y…
To correct myself above: its Integer and PopUp variables that get linked, not Float - though you've already made this correction going by your screenshots.
If you're linking the Variable directly in the Menu Manager, set its Link to property back t…
I'm not 100% clear on how the in-game cursor is being manipulated.
Can you elaborate on how the mouse exactly is used in tandem with Keyboard Or Controller input? Are you dynamically altering the input method when the mouse is used?
If it's freezing due to an ActionList running indefinitely, you can click its name in the AC Status box to bring up the live ActionList editor window for it. The currently-running Action will be highlighted, which should offer the next clue.
For robust platforming mechanics, you'll need a separate asset / script to handle the movement - IIRC this was broadly how Lair of the Clockwork God was made.
Setting your Player's Motion control field to Manual will have AC give up control over th…
Upgrade notes
* The OnPointAndClick custom event now uses the "ref" keyword for its pointArray parameter
* The behaviour of GameCamera and GameCamera 2D "Follow speed" fields have been adjusted, and are now represented by a slid…
Yes, mixer groups sounds like the way to go. If you create "child" groups that derive from Music, you can control their volume independently while still having them be affected by the main "Music" volume in the Options data.
Ti…
It looks like your link is broken - is it intended for screenshots of your setup following the mentioned tutorial?
The first warning you've posted also looks like it could be two merged together - though from what I can tell, they likely aren't rel…
The Engine: Check platform Action can be used to reroute ActionLists based on which platform you're working with.
However, when working with Addressable scene-loading: when a scene is referred to by name, AC will look for a matching scene key. If …
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To clarify: I was just referring to the default set of Menus, i.e. Hotspot, Pause, Save, Load etc, that you start with after using the New Game Wizard.
It sounds like you're working with the same Hotspot menu I was referring to, though.
Wi…
No problem, thanks for the details.
As it's a fair jump between versions, though, I'd recommend checking the "Upgrade notes" sections for the versions you've skipped - just in case there's anything you need to be aware of that may not be …
What is the full error message you're getting in the Console?
Are you using first-person movement? If so, uncheck Run Conversations in first-person? in the Settings Manager's "Interface settings" panel. This option forces the camera sys…
No worries!
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For individual Hotspots, you can do this by clicking the yellow capsule beside their name at the top of their Inspector and then choosing "None".
I don't think there's a way to hide all object names in the Scene Manag…