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Level Design Evaluate pawn inventory/weight

I'm in desperate need of some help with Kismet because something is driving me insane...

I'm trying to build a 'one time' pickup:

https://www.youtube.com/watch?v=8Bfhfd7Hh7I

You can see it works as intended in that video (only enabled for the dual magnums at the moment): Pawn hits a trigger, trigger does a 'Give Inventory' then it disables the trigger, disables the spotlight and emitter and hides the mesh. All good.

Unfortunately, if a pawn hits the trigger and doesn't have the carry weight to be able to accept the 'Give Inventory' action or if the pawn already has that item in inventory, it proceeds anyway because there's no check for either the carry capacity or existing inventory.

I've had a play around with a few different things but I can't figure out how to evaluate the pawn carry weight or inventory.

Any ideas?