That all sounds pretty straight forward.
have things almost working now it seems but a few issues. Of course still using you invector integrations etc
1.) When clients join after the host they are having their Quest Journal Components removed (Is there any setting that is forcing only one of those to be around?
2.) With quests when a client can join it does not seem to pick up the fact of the clients Inventory having the items. Is the invector integration looking for specific tags? Or any way to try to debug why a second player not able to turn in when they have Said VItem Id as the quest should want.
Assign Quest Journal ID at runtime
Re: Assign Quest Journal ID at runtime
Hi,
Nothing automatically removes QuestJournal components. Is the QuestJournal on a separate object, like a child object? If so, then if that child object has any of these components, they might destroy the GameObject: SaveSystem, InputDeviceManager, QuestMachineConfiguration, or DialogueSystemController.DeidreReay wrote: ↑Sun Mar 12, 2023 5:11 pm1.) When clients join after the host they are having their Quest Journal Components removed (Is there any setting that is forcing only one of those to be around?
The integration only goes by Invector item ID numbers. Is the quest managed on the server or locally on the player's machine?DeidreReay wrote: ↑Sun Mar 12, 2023 5:11 pm2.) With quests when a client can join it does not seem to pick up the fact of the clients Inventory having the items. Is the invector integration looking for specific tags? Or any way to try to debug why a second player not able to turn in when they have Said VItem Id as the quest should want.