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fairfeelingloot's Issues

Blueprint Selector node

Feed in a custom class interface (TSubclassOf), which the node will instantiate and use to select which edge to follow.

Maybe this could be combined into the Blueprint Callback node.

How to use Negenetropy with more than 2 options?

Negentropy node creates a predictable sequence between two options with the same distribution as if it was a randomly weighted choice instead. To support more than two options, you must combine multiple Negentropy nodes. The other does matter to the resulting sequence.

MultiNegentropy

Loot Table only generates when saved, not when changed.

This makes it seem like the loot table isn't working because your changes aren't being reflected into the game. At minimum, the graph should be rebuilt when a play in editor session begins, if the graph is dirty.

Ideally it should update whenever anything is changed, but that has the potential of breaking during runtime. As long as long as the loot table data payload gets cleared, it should be ok.

How to use Test Float Param node?

image
Each edge coming out of the node can specify a range that the param will be tested against. Ranges can be open-ended, inclusive, or exclusive based on the options you select.

The node will follow the first edge that passes the test, even if there are other edges that would also pass.

Setting AllowImplicitSequenceNodes to false doesn't remove invalid connections

Steps to replicate:

  1. Set the AllowImplicitSequenceNodes property to true.
  2. Connect two loot nodes to the start node.
  3. Set the AllowImplicitSequenceNodes property to false.

The connections stay on the graph despite being invalid due to current settings. No new nodes can be connected to the start node, which is expected. After disconnecting, existing nodes work as intended and only one can be connected at a time.

Loot node can have other loot nodes as children

Steps to replicate:

  1. Create two loot nodes
  2. Connect one to another.

Possible solution: While trying to connect a Loot node anywhere, check if the graph's branch already contains a loot node somewhere higher up to the start node. If it doesn't - connect. If it does - reject the connection.

Graph nodes can't be copied from one graph to another

Steps to reproduce:

  1. Create two loot table definition assets.
  2. Open both of them.
  3. Add some nodes to the first one.
  4. Copy the nodes.
  5. Try to paste them into the graph of the second one.

Since graph nodes are able to be pasted within the same graph, it would be expected for them to be able to be copied from one graph to another just like in Blueprint.

Unable to remove some connections in the graph when multiple child nodes are present

Steps to replicate:

  1. Connect Start to Negentropy node
  2. Connect the Negentropy node to the first Loot node
  3. Connect the Negentropy node to the second Loot node (both need to be connected at once)
  4. Try to disconnect any of the Loot connections using Alt+LMB

Found on RandomChoice, Negentropy, Shufflebag, SwitchOnNameParam, TestFloatParam. Basically all of the nodes that have parameterized connections to their children (weights, param values etc.)

How to garauntee a drop after X number of times?

By using a float param as a counter in the loot table, you can garauntee that a particular item is dropped at least one time out of 10 times:
image

  1. Decrement the counter
  2. Test the counter
    3a. If counter is less than 0, go straight to garaunteed treasure drop
    3b. Otherwise, go to random choice (random choice has a chance of also dropping the treasure)
  3. If you drop garaunteed treasure, reset the drop time counter back to the max

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