The new script works for using the itemDefinition as a variable but still returns 0.
I changed the + to bonus and am using the new action.
The character has the item in the inventory in equipment slot collection. I'm using has item with category/definition to determine what items are in the inventory in previous states, I only want to use this action to get UIS attributes and save them as PM variables. The float is still returning as 0 whether I enable Get Value On Definition or Get Value on Default Item(the values are currently the same). The attribute name matches in the action and UIS editor, I made sure there isn't a space at the end of the word or anything.
The Playmaker float bonusHealth is 0 until it gets the UIS attribute then adds/subtracts UCC attributes in other states.
I'm not using success/fail events or setting any UIS values, just getting a few values from UIS to set the FSM variables to use in the next state and again to remove the stats/mesh from the previous item. The state before this one determines what item definition it is, then this gets the stats from that itemdefinition's attributes, then the next state apply the stats using the UCC PM actions.
If target game object is set to Use Owner instead of specify GO -> none, the Value is changed to none at runtime when the action runs, this FSM is on the same GO as all the inventory.
I tried putting this action on an empty GameObject fsm and cant seem to return anything but 0 with various settings.
I also want to get a gameobject attribute from UIS and save it as a Playmaker variable for the visual armor pieces, the get set attribute object action doesn't let me set an FSM game object variable.