You'll want to use the Character: Animate Action, and set the Method to Set standard.
What is your character's Animation engine field set to? The UI will vary a little depending on it.
You CollisionCube is placed on the Ignore Raycast layer - so it won't be considered "ground" by the ground-check algorithm. Set it to match the Ground check layer(s) field, i.e. Default.
Also, what layer is the Player himself placed on? …
But what of the variable itself? Is it displayed as "True" in the Variables Manager at the time this occurs?
A feature of Action comments is that they can also contain variable tokens. Inside the comment for Action #1 (the Variable: Che…
If IsPointerOverSlot returns true, then you can call MenuInventoryBox's GetItem function for the same slot number, which returns the item placed in that slot, i.e.:
if (myMenu.IsPointerOverSlot (myInventoryBox, slotIndex, myMousePosition)){ InvI…
Welcome to the community, @SonnyRed.
The fade texture is set in the MainCamera's Inspector. You can set this once in Edit mode to change it for the whole scene.
Alternatively, you can use the Menu Manager to create a full-screen Menu that has no …
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The automated Remember utility mainly works by searching for Actions that make changes that Remember scripts can save. Custom Actions can auto-add custom Remember scripts by adding an override AssignConstantID function. If the saveScriptsT…
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Actually, if this is the real reason, better to update this Action to check the alpha value of any Sprite Fader component attached to the object being checked.
Possibly - though likely this would be best off in the "Sprite Fader" component's Inspector, so that it works even if the Action doesn't wait until it completes.
Either way, will consider.
Additional events can be added if necessary.
However, OnHotspotInteract is still triggered in the event of using an item on a Hotspot with no defined interaction. If unhandled, the Button parameter will be empty - so a null-check can be used to ha…
Welcome to the community, @BrettThib.
What you've shared looks fine, but I'll need to see all of the Player's Inspector - including the other components he has.
It may be that you may need to configure his Ground-check layer(s) field, and/or the l…
So it's "Cast TT Spell" that's the problematic one?
From what I gather in the screenshot, this value being ignored would result in Action #7 running. Is this the case?
One way to confirm exactly which Actions are being run is to toggle …
Welcome back, @Escara.
You can certainly use a Global Variable to determine the result of running the "Use" interaction, but alternatively you could try creating a second inventory item with the same name and texture, but without the &quo…
You can assign ActionLists that trigger when the Interaction menu turns on and off, and place in them Menu: Change state Actions to lock/unlock the Hotspot menu.
Welcome to the community, @NeatWolf.
I should start with something of a disclaimer that AC is a complex tool, and you should take the time to learn how it works "by itself" before attempting to merge it so closely with another gameplay as…
The best way to integrate custom scripts is to hook into custom events. See the Manual's "Custom events" chapter for more.
If you want to go down the message-validation route, this could be attempted with a custom Action.
You can bypass the Scene Manager by using custom events.
In v1.68, the "ActionList Starter" component allows ActionLists to be run "OnStart" and "OnLoad" by hooking into the OnStartScene and OnAfterChangeScene events r…
The OnMouseOverMenu event includes the element's "slot" parameter, and should be called again if the mouse moves from one slot to the next. In the case of the InventoryBox element, each item is given its own slot.
You can get the exact i…