◆ Fixing 5.1 Errors:
Inside BP_Forge_Simplified / Event Begin Play, swap
previous nodes with the highlighted ones
Inside BML_InventoryUtility / Get Data from Table Row,
re-name the macro to 'Get Crafting Data from Table Row',
then swap Wildcard output to 'S_CraftingData'. After
that pin the Out Row to the Output.
◆ Fixing Warnings / Cosmetic stuff:
WB_CraftingMaterialsSlot / Set Tooltip Position and
Alignement, add / swap previous nodes with highlighted
ones
WB_PlayerInventorySlot / Set Tool Tip Position and
Alignment, add highlighted nodes
WB_EquipmentSlot / Set Tool Tip Position and Alignment,
add highlighted nodes
WB_VendorSlot / Set Tool Tip Position and Alignement, add
highlighted nodes
WB_StorageSlot / Set Tool Tip Position and Alignment, add
highlighted nodes
WB_EquipmentSlot / On Hovered, add highlighted nodes
WB_LootbarSlot, select AnimationBorder, swap Color and
Opacity with Render Opacity (requires re-creating the
timeline keys:
Key [0] = Opacity 1.0 Key [1] = Opacity 0.2 Key [3] =
Opacity 1.0)
WB_LootBar / Take Item, add highlighted nodes
RPGInventory_HUD / Event Begin Play, swap previous Is
Split Screen node with their UE5 equivalent 'Has Multiple
Local Players'
BP_Vendor / Class Defaults, make sure the bReplicates is
set to True (by default it was set to False by mistake)
WB_PlayerInventorySlot / Attempt Splitting, swap previous
nodes with the highlighted ones (fixes attempting
splitting on the same slot index)
BP_PlayerCapture / Attach Item, add 'Prestream Textures'
node with bEnableStreaming set to True, only to the
Armor/Skeletal Mesh attachment