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A member registered Mar 15, 2023 · View creator page →

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(1 edit)

Dude, you are making phenomenal progress! Seriously, getting the inventory and widgets moving like a breeze on a brand new framework as a beginner is a massive achievement. Don't sweat the complex parts of ALS it intimidates experienced developers all the time because it is packed with dense systems.

Let's keep things super simple so you don't burn out or get lost in code:

1. Match the Ammo Variables

Since your ALS project already has a Mag Ammo and Bag Ammo variable, you just need to feed my inventory numbers straight into them. Think of it like connecting a water pipe:

Find the blueprint code where ALS fires a weapon.

Right before it subtracts a bullet, use a Set node to make ALS's Mag Ammo equal my asset's Ammo In Mag variable.

When your character triggers a reload, have the ALS Bag Ammo variable check the total bullet count inside my asset's Inventory Component.

Don't worry about splitting ammo types right now. Treat all ammo as generic until you get the gun shooting.


2. Bypass the ALS Body Slots (The Simple Attach)

You mentioned you don't care about seeing weapons holstered on the back or hip. That saves you a massive headache.

 Instead of messing with the complex ALS slot system, just use the Attach Actor to Component node inside your character blueprint when you equip a weapon.

Force-attach the gun directly to the hand socket you adjusted earlier. This completely skips the ALS body slot logic and forces the gun into the hand.


3. The Slide Loop Fix

You hit the nail on the head! Once you open that montage, create your section for the slide being pulled back, and check that Loop box, it will stay locked back perfectly when your ammo hits zero.


Since you are working with ALS socket attachment, seeing it done visually helps a ton. Check out this excellent video guide: 

It shows exactly how to copy, paste, and align hand sockets between a weapon system and the ALS skeleton.

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Don't worry about picking my brain at all, I'm always happy to help you succeed with the asset! You are doing great.

1. The Easy Way to Lock the Slide Back

You don't need complex blueprint math to lock a pistol slide back when empty.

Right-click your pistol's empty/reload animation and click Create Anim Montage.

Open that Montage, find the exact frame where the slide is pushed all the way back, and pause it.

Right-click the timeline at that frame and click New Anim Section (call it 'HoldOpen').

Set the montage loop settings so it stays stuck on that 'HoldOpen' section. Now, just tell your blueprint to play this section whenever your ammo variable hits 0!


2. The Golden Rule for Quick UE5 Retargeting

When you open the IK Retargeter asset, make sure your two character models look like they are standing in the exact same pose (usually an A-Pose or a T-Pose) before you click export.

If one character has wider shoulders or lower arms, use the Edit Retarget Pose button to manually move their arms until they match perfectly. This stops the weapons from looking twisted when you swap them!

Maybe you can provide me the screenshot of your issues so I can help you solve it

Since you are learning, let's keep things super simple so you don't get overwhelmed by code or math:

1. The Crosshair / Gun Fix (The Simple Trick)

If the gun isn't pointing at the crosshair, don't worry about complex muzzle alignment.

Open your Weapon Mesh or Character Skeleton.

Find the Socket where the gun attaches to the hand.

Use the rotation tool (E key) to manually rotate that socket until the gun points exactly where you want it. It’s like adjusting a flashlight in a character's hand—no code required!


2. Don't Rename Enums (The "Translator" Trick)

If my asset calls a slot 'Pistol' and your other framework calls it 'Weapon_Sidearm', do not delete or replace them.

Think of them as two different languages. Instead of rewriting everything, just use a Switch node in your blueprint.

When my asset says 'Pistol', plug that line directly into the other framework's 'Weapon_Sidearm' function. 

You are exactly right to be cautious after the GASP headache! But here is why migrating to your other TPS framework will be completely different and much easier:

Why this will work smoothly (Unlike GASP):

No Hidden Systems: Your other TPS framework uses a standard character blueprint and a normal GameMode. It doesn't have GASP's overly complex level-streaming and modular swapping.

The Magic is in the Component: Because my inventory is built into a self-contained Actor Component, you don't have to copy-paste code. You literally just click 'Add Component' on your favorite TPS character, and the entire inventory system is instantly inside him.

Keep Your Perfect Animations: Your TPS framework's Aim Offsets, weapon transitions, and movement will stay 100% intact and untouched.


Simple 3-Step Migration Plan:

   1. Add the Component: Open your favorite TPS character blueprint and add my Inventory Component.

   2. Bind the Input: Create an Input Action in that character (like the 'I' key) to Create Widget (my Inventory UI) and Add to Viewport.

   3. Fix the Widget Cast: Open my Inventory UI Widget, find the Get Player Character node, and change the Cast To node to target your preferred TPS character.

You've already learned how the casting and components work from our GASP troubleshooting, so you will breeze right through this!

You can definitely look into cheap or even free climbing/mantling component templates later on Fab or the Marketplace to just drop onto this character.

Since merging two separate Anim Blueprints (ABPs) is a nightmare, don't try to merge them. Here are two easy ways to fix the awkward pistol aiming transition and use those other TPS animations without a full ABP merge:

1. Fix the Awkward Pistol Aim Transition (The Blend Time Fix)

If the transition into or out of the pistol aim looks snappy, harsh, or awkward, you don't need to rebuild the logic. You just need to smooth out the transition timing.

Open my asset's Anim Blueprint (ABP) and go to the AnimGraph.

Look for the Blend Poses by Bool node or the state machine transition rule that toggles your IsAiming state.

Click on that blend node/transition line, look at the Details Panel, and find Blend Time.

 Increase this value slightly (try changing it from 0.1 or 0.2 to 0.3 or 0.4). This instantly creates a much smoother, fluid interpolation between your normal idle/walk and your pistol aim pose! [1, 2] 


2. Use the Other TPS Animations Without Merging ABPs (The Sub-ABP Method)

Instead of copy-pasting complex code between two massive ABPs, Unreal has a built-in feature designed exactly for this called a Sub-Anim Instance.

Open my asset's main ABP AnimGraph.

Right-click and add a Sub-Anim Instance node.

In its details panel, select your other TPS asset's Anim Blueprint.

 This allows you to completely run that other project's movement states right inside my asset's graph, completely bypassing the need to manually.

Some youtube videos that might help your issues:

[1] [

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[2] [

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That is a very smart move! GASP is incredibly complex and overblown if you just want parkour features. Using current asset as your core base project is much easier. You can then simply add a dedicated, lightweight Climbing/Mantling Component from the Marketplace directly onto my character. It will save you weeks of frustrating animation and layer merging

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The reason it is not playing is because GASP uses a highly advanced Motion Matching system and specific Anim Layers rather than a standard Anim Blueprint (ABP). You cannot just drop the animations into the main ABP.

GASP is built differently and uses Animation Layers for weapons. To get the firing animations to play, follow these steps:

1. Locate the GASP Item Data / Overlay State

GASP switches weapon stances using Overlay States (like Pistol, Rifle, Unarmed).

Find the Data Asset or Item Definition for your pistol inside the GASP folders.


2. Link the Anim Layer

Look for the Anim Layer Class or Linked Anim Graph variable inside that pistol data asset.

You need to create a child of the GASP weapon anim layer, plug your retargeted firing animation into the Weapon Fire state inside it, and assign this layer to your pistol item.


3. Use an 'Anim Montage' for a Quick Fix

If the Layer system is too confusing, you can bypass it for the firing logic.

Right-click your retargeted fire animation and select Create Anim Montage.

Inside the character blueprint where the gun fires, use a Play Anim Montage node, select your new montage, and ensure the Mesh parameter is linked.


Let me know:

* Is your asset currently firing the weapon using a Play Anim Montage node, or is it handled inside your old ABP?

* Does your asset use a specific Slot Name (like UpperBody) for montages?

Awesome progress! You are exactly right since the logic and sockets are working, it's just a matter of retargeting the weapon animations to the GASP skeleton.

Once those animations are retargeted and assigned to your character, you'll be fully good to go! Let me know if you hit any snags with the retargeter.

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No worries let me know if there anything i could help and please leave a review if you like this asset thanks!

(1 edit)

Hi thanks for you reply please stop trying to merge the GameModes. GASP does not use a traditional GameMode to spawn characters, so trying to merge them will break the project.

Instead, keep the GASP GameMode active in your World Settings and follow these exact steps to combine our assets:

1. Put the Component and Variables on CBP_Sandbox

Open the GASP parent character blueprint (usually named CBP_Sandbox or CBP_Player).

Click Add Component and add my Inventory Component.

Look at my asset's original character blueprint. If there are any variables outside of the component (like gold, weight, or UI references), manually re-create those exact same variables inside CBP_Sandbox.


2. Put the UI Logic in CBP_Sandbox

Inside CBP_Sandbox, create your input key event (e.g., Press 'I').

Hook it up to my asset's Create Widget node (select the Inventory UI) and connect it to Add to Viewport.


3. Fix the Widget Casting

Open my asset's Inventory UI Widget.

Find the Get Player Character node.

Change the Cast To [MyOldCharacter] node to Cast To CBP_Sandbox.


4. Relink the Interaction Trace (HUD Fix)

The reason you can see HUD prompts but can't activate them is because the item pickup logic is still looking for my old character class.

Open my asset's Interactable / Item Blueprint.

Look at the overlap or line trace logic.

Change the Cast To [MyOldCharacter] to Cast To CBP_Sandbox.


 5. Combine the Enhanced Input Context

 Open your GASP Input Mapping Context.

 Manually add my asset's Input Actions (like IA_OpenInventory or IA_Interact) directly into your GASP IMC and assign your keyboard keys there.

 Ensure your CBP_Sandbox calls Add Mapping Context on BeginPlay

To make sure this solves it for them, let me know:

* What is the exact name of the GASP character blueprint they are using if it isn't CBP_Sandbox?

* Are they getting any red compiler errors in their blueprints right now?

And make sure:

Replace [My0ldCharacter] with the actual name of your asset's original character blueprint (e.g., BP_InventoryCharacter ).

Replace references like IA_OpenInventory or IA Interact with the actual names of your asset's Input Actions.

Hi, Fix this issue quickly by checking these things:

1. Re-Target the UI Casting

Open your Inventory Widget.

Find where it says Get Player Character.

Change the Cast To [OldCharacter] node to your [NewCharacter].


2. Add Enhanced Input Context

 Open your New Character Blueprint.

On Event BeginPlay, add the Add Mapping Context node.

Select your asset's Input Mapping Context.


3. Possess the Character

Click your new character in the viewport.

Look at the Details panel.

Set Auto Possess Player to Player 0


4. If the GameMode is still spawning or referencing your old character, it will break the UI and inputs.


* Are you using Enhanced Input or legacy inputs?

* Is the inventory built as an Actor Component?

Okay no problem glad to see its working

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Hi thanks for the screenshots I understand now why you couldnt extract it,

You must use a third-party tool like 7-Zip or WinRAR. These handle file headers much better than the default Windows Explorer tool and usually bypass the "source and destination" logic error entirely.

Alternative: Move the. zip file to your Desktop or the root of your drive (e.g., C: \) before right-clicking and selecting "Extract All."

Since this is occurring on a . uproject file, it usually means Windows has flagged the file as "blocked" (because it came from the internet) or the file path is too long.

Unblock the File:

1. Right-click the zipped folder (or the extracted project file).

2. Select Properties.

3. On the General tab, look for a message at the bottom saying "This file came from another computer..."

4. Check the Unblock box and hit Apply.

Let me know if the issue still persists and have you tried the previous solution mentioned make sure all 3 files on the same folder/place and Extract the zip file only

If you say its corrupted then no, it is not because the file is corrupted.

If the file were truly corrupted (i.e., the actual data inside was broken), you would usually see an error like "The compressed (zipped) folder is invalid" or "Unexpected end of archive" the moment you tried to open it.

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Hi why you cant extract it can you provide the error or screenshot? Have you try using winrar or other archiver make sure you downloaded the 3 files (at the same place) and extract the zip only

I think it will works but you need to manually convert it because there are some differences in syntax blueprint and C++

You welcome!

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Every future and previous unreal engine 5 versions but if you want for unreal engine 4 manual convert is required due to different syntax of some blueprint 

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Hi i just found a way maybe you should try it let me know if you could convert it

https://forums.unrealengine.com/t/how-to-convert-uasset-texture-files-to-png-or-...

Here is online converter:

https://convert.guru/uasset-converter