DrummerIX wrote: ↑Wed Nov 06, 2019 2:40 am
Thanks. I had attempted to research items a little bit before you found the console command.
Actually.. I tested your functionality and I can say it's buggy. Those selectors don't reset properly, thus having the user disable all scripts and reload CE with the table. I can select 1 category a single time, no matter what I choose in the other fields. Not to mention the lack of instructions kinda kills it
Could've been great.. so.. I started working on it myself. After spending almost 1 day mapping the functions, names, figuring out the logic.. I can say I've got what I need and the implementation. Suffices to say I will hook the function altogether in specific points that will allow me to filter shit out.
The GivePlayerAllItems function loads the whole
AssetRegistry. It then loops through the instantiated UObjects and checks if they contain the strings "test" or "debug". After that, each is checked if they're of UItem-Class type. Once passed, another loop occurs, where any non-base UItem UObjects are constructed via the StaticCreateObject function. Loop ends when all AssetRegistry UObjects are processed.
Furthermore, I've found the locations where hovering the mouse over an item constructs the Widget that would display the ToolTip with all that information about it. In short, I can read the AssetRegistry name, combine that with FNames::GetName to get the FName id, then read the various: type, brand, level, descriptions (1,2), calculated efficiency (the stats) and the extra RpgStats
Been busy. Expect my shit in my topic in a while
Also intend to dump all items the function creates in an Excel so people can filter shit out and pick their stuff. The mods done to the function will allow you to spawn only certain categories (will use FName::ToString + FString::Find to filter the loop), as well as build category lists, so people can pick the item they want to add to inventory directly (Blueprint_ItemName:FName_id). Will take a bit
Best regards,
Sun