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OverrideNamedEngramEntries=(EngramClassName="EngramEntry_TatchCube_C",EngramHidden=True,EngramPointsCost=999,EngramLevelRequirement=999,RemoveEngramPreReq=False)
I'll fix the original post so no one gets confused.
I mean can we remove the engrams from the constructor?
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_Vend_C",EngramHidden=True,EngramPointsCost=999,EngramLevelRequirement=999,RemoveEngramPreReq=False)
i can onkly change the engram point costs or level... I cant disable this engram
if you read the code, it has the line "EngramHidden=True" i assume that "disables" it by not showing up on the learnable engrams list
[/script/shootergame.shootergamemode]
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_Vend_C",EngramHidden=True,EngramPointsCost=999,EngramLevelRequirement=999,RemoveEngramPreReq=False)
but not removed, he changed only level and costs
Yes, that's correct and why I started upping the engram point cost and, more importantly, the engram level requirement. The engrams are still technically there on the learnable engram list, just unviewable and unselectable to the players. But I've had a few cases, usually when an unrelated mod has been updated on the client side but the server hasn't been caught up yet, where players can randomly see, learn, and use the hidden engrams. I'm hoping by setting the required level will help thwart players from using it in those circustances. It would work if only the "EngramHidden=True" part is being ignored but will not work if the whole line, or even the whole ini file is being ignored on the client side.