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Thread: Multiplayer Crafting System | Compatible with other Inventories | 4.16 Submitted

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    Multiplayer Crafting System | Compatible with other Inventories | 4.16 Submitted





    Link to Marketplace Page: Click here!



    Documentation:

    Quick-Guide: How to connect an existing Inventory System



    Patches:

    Hotfix #2 (4.13/4.14)/4.15 Release:

    Spoiler: 

    - (4.14/4.15) Forced the Mouse Cursor to the middle of the Screen when a Widget is drawn. Saw that the cursor got lost sometimes
    - (4.13) Locked Mouse Cursor to viewport, as SetMousePosition is not available in 4.13
    - (4.13/4.14/4.15) Removed basic Recipes from Furnace demo actor
    - (4.13/4.14/4.15) Changed the static Hammer animation of the Blacksmith with the already existing AnimationBlueprint
    - (4.13/4.14/4.15) Removed Plugins from uproject file that wanted to have a party there
    - (4.13) Reset door rotation and particle effects on Furnace. Actor was still in screenshot position


    Hotfix #1: Fixed Issue #1 in latest 4.14 update.



    Known issues

    Issue #1: Version: [4.14] | When downloading the fresh project, starting it and pressing PLAY, the Player only spawns as a flying pawn.
    Reason: The project's default GameMode got reset during the submission process. (It's still properly set in 4.13 and my local copy of 4.14).
    How to fix it: The fix is easy and straight forward. Set the GameMode (here for the Level and not for the project) like I do in this gif:
    Spoiler: 







    Hey party people,

    My Multiplayer Crafting System is released!
    Below you can find all key features.
    If you have any questions or problems, feel free to send me an e-mail, pm or post an answer to this thread!
    (Gifs and Images at the end of this post.)


    Key features:


    Multiplayer Support

    The System is designed to work in Singleplayer and Multiplayer. You can use it for ListenServer and DedicatedServer setups.


    Personal Player Crafting

    Your Player can craft without any "device". The System will either use the Players linked Inventory or an additional one used by the Crafting system alone.


    Actor based Crafting

    You can provide Actors with the ability to be used for crafting. Such as a Workbench, Anvil or Furnace.
    All three examples are featured in this project for you to study and use.


    Fuel-based Crafting

    Campfire should only work, if it still has some wood on it, right?
    The furnace, for example, can only be used if you provide it with wood or similar burning items.


    Crafting Queue

    Crafting uses a queue. As long as you have enough resources you can add more recipes to the queue and let them finish while you are doing something else.


    Uses the power of DataTables

    The System is setup to use DataTables. You can easily add new rows if you want new recipes or change existing ones without touching any of the code.


    Use your own Inventory System

    The Crafting System and Inventory are connected via Interfaces and ItemIDs. You can use your already existing Inventory!
    I also provice you with a basic Inventory solution, for the case you don't have an inventory yet.
    This Inventory features Drag&Drop, as well as splitting stacks in half.


    Placeholder Icons and Graphics

    This is mainly used to give you some UI to work with, until you create your own unique graphics.


    Clean and well commented Code

    No one likes crossing wires or hard to read code. I commented every line of code, every function and every variable.
    So you can easily follow along!


    Media





    Screenshots:

    Spoiler: 











    Gifs:

    Spoiler: 






    Looking forward to your opinion (: Cheers!
    Last edited by eXi; 03-02-2017 at 07:20 AM.
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  2. #2
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    Very interesting.

    Price?

  3. #3
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    Quote Originally Posted by Rhynedahll View Post
    Very interesting.

    Price?
    Hey there,

    the price is currently set around 25$ during the submission process.
    I can't promise it doesn't change until the final release though.


    PS: Here is a technical list of what files this package offers:

    Spoiler: 

    • 3 BP Components for the Crafting System
    • 3 BP Components for the Inventory System
    • 1 BP Component for managing Widgets
    • 2 DataTables for Recipes and Items
    • 3 Enums
    • 4 BP Interfaces for Crafting, Inventory, Widgets and Usable Actors
    • 1 BP for spawning Items
    • 1 BP Function Library
    • 7 BP Actors | 3 for the Crafting System Demo | 1 for the Inventory Demo | 3 for the Interior
    • PlayerCharacter, PlayerController and GameMode
    • 5 Structs for different Item and Recipe Infos (e.g. UI)
    • Demo Level
    • 22 Materials for Interior (mostly unicolor due to flat shaded graphics), Particles and the basic Character Mesh
    • 4 Material Functions for the basic Character Mesh
    • 3 Particle Systems | Candle, Ember, Smoke
    • 3 Skeletal Meshs | Character, a Bellow and the Hammer (Anvil)
    • Animations for the Bellow and the Hammer | Open/Close for the Bellow | Pick up, Drop down and Hit Animation for the Hammer
    • 2 AnimBPs | The one of the basic Character | One for the Hammer to control it through the Crafting System
    • 44 Static Meshs for the Interior | Walls, Table, Chests, Doors, Pillars, Random Props and more
    • 31 Textures | Character, Items, Particles, UI
    • 12 Widgets | Crafting, Inventory

    Last edited by eXi; 01-07-2017 at 10:58 AM.
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  4. #4
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    Project is now in the queue (:

    Hopefully released soon!
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  5. #5
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    Yeah, we have a release date!

    27.01.2017 (tomorrow)

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  6. #6
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    Quote Originally Posted by eXi View Post
    Yeah, we have a release date!

    27.01.2017 (tomorrow)

    Very cool, I'm wondering if it'd help me to figure out more of what I'm trying to do..

  7. #7
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    Quote Originally Posted by Deygus View Post
    Very cool, I'm wondering if it'd help me to figure out more of what I'm trying to do..
    That depends on what you are trying to figure out
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  8. #8
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    We are live!

    Head over to the Marketplace to grab your copy!

    https://www.unrealengine.com/marketplace/multiplayer-crafting-system
    Open for contracted work | Blueprints | UE4++/C++ | Training | VR | My Website

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  9. #9
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    You can find a known issue list in the main post.
    Here is the first small entry.

    Issue: Version: [4.14] | When downloading the fresh project, starting it and pressing PLAY, the Player only spawns as a flying pawn.
    Reason: The project's default GameMode got reset during the submission process. (It's still properly set in 4.13 and my local copy of 4.14).
    When will this be fixed: An update for the 4.14 version of the project has been submit to the Marketplace team. They will process it as soon as possible.
    How to fix it: The fix is easy and straight forward. Set the GameMode (here for the Level and not for the project) like I do in this gif:
    Spoiler: 




    I was also asked about documentation about the setup. I am still working on it as I value documentation a lot and I don't want to create a few badly writting lines only to have some sort of documentation.
    For the meantime you can use the comments or simply ask me questions (:
    Last edited by eXi; 01-28-2017 at 06:46 AM.
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  10. #10

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    This looks fantastic! Any chance of a tutorial video (or screenshots) for integrating out own existing inventory system?

  12. #12
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    Quote Originally Posted by Dahak View Post
    This looks fantastic! Any chance of a tutorial video (or screenshots) for integrating out own existing inventory system?
    Yes! This is in production. I want to explain a lot more than just "Change this to that and do xyz.", cause that won't really teach someone how the system works.
    Sadly this requires time, so I hope you all can wait a bit more!
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    System looks great keep up the good work, can't wait for the tutorial on this beast

  14. #14
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    Quote Originally Posted by emachala View Post
    System looks great keep up the good work, can't wait for the tutorial on this beast
    Hey there, thanks for the kind words.

    The first tutorial will be a general overview of the crafting components.
    The follow up tutorials will be about migrating the system and also changing the inventory.
    Although changing the Inventory is more theory as I don't have any other at hand.
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  15. #15
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    Hey, I wanted to give you an update on the documentation topic:

    The documentation will come with an update to the system itself. If everything works out, you will be able to find the videos in "Docs" folder after you updated.

    I finished the first 2 videos which cover the Folder Structure and an Overview of the System.

    The next video will be a general overview of the Main, base Crafting Component. This will not the a fully detailed "Function A does this, Function B does this" tutorial,
    because this is what the comments on each function, inside each function and on each variable are for.

    After this, I will try to submit all 3 Videos as an update to the System.
    Then I need some more time to record tutorials for setting the system up in an existing project, aka migrating the Components and all needed data over.
    This will take a bit more time and I'm also a bit booked with other work, but I will try to follow up with this asap.

    The last tutorial will be about switch out the Inventory System. This will only be theoretical, as I don't really have another inventory system at hand.
    However, the video about the base crafting component will already feature enough information to change the Inventory system, as long as you are skilled enough to read and understand code.
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    Hey eXi,

    I have a question, how difficult will it be to add your crafting sytem to the actionRPGInventorySystem in the marketplace?

  17. #17
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    Quote Originally Posted by Tylrin View Post
    Hey eXi,

    I have a question, how difficult will it be to add your crafting sytem to the actionRPGInventorySystem in the marketplace?
    Tough question, as I don't know how the ARPG System looks like. Technically, if it uses Inventory Components, it should be really straight forward.
    Of course you still need a bit of programming knowledge to fuse them completely, but my system is build to work with other Inventories by simply implementing an existing Interface into the Inventory Component.
    Then you can use that Interface to connect the function that it offers to the existing Inventory Component. The Crafting system on the other hand will still just call the interface messages on the referenced component.
    Means the second step, after implementing the Interface functions (4-5 functions) is to change the Inventory Component class. But that's already an exposed variable and can be changed if you add the component to an actor and look into the details panel.
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  18. #18
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    Hey there,

    for those who struggle with connecting their existing Inventory solution to my Crafting system:

    I created a small google document that features some information to get you started.
    You are free to post comments (hope that doesn't result in spam/trolls, otherwise I remove that functionality) and/or ask me here or per e-mail if something is still unclear.

    Quick-Guide: How to connect an existing Inventory System
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    BP Multiplayer Lobby System: [Released] Support Thread! | BP Multiplayer Crafting System: [Released] Support Thread!

  19. #19
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    Quote Originally Posted by eXi View Post
    Hey there,

    for those who struggle with connecting their existing Inventory solution to my Crafting system:

    I created a small google document that features some information to get you started.
    You are free to post comments (hope that doesn't result in spam/trolls, otherwise I remove that functionality) and/or ask me here or per e-mail if something is still unclear.

    Quick-Guide: How to connect an existing Inventory System
    Anyone merged this in with Pirates inventory system? If so, any issues, straight forward? It looks easily integrated, just wondering if anyone has done it yet.

  20. #20
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    That would be awesome if someone has.... I have not had a chance to do so yet... was going to dig into it maybe next week and merge pirates with exis.. Looks pretty straight forward...

    Good luck

  21. #21
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    4.15 Update submitted, as well as a small hotfix for 4.13 and 4.14:

    Hotfix #2 (4.13/4.14)/4.15 Release:

    Spoiler: 

    - (4.14/4.15) Forced the Mouse Cursor to the middle of the Screen when a Widget is drawn. Saw that the cursor got lost sometimes
    - (4.13) Locked Mouse Cursor to viewport, as SetMousePosition is not available in 4.13
    - (4.13/4.14/4.15) Removed basic Recipes from Furnace demo actor
    - (4.13/4.14/4.15) Changed the static Hammer animation of the Blacksmith with the already existing AnimationBlueprint
    - (4.13/4.14/4.15) Removed Plugins from uproject file that wanted to have a party there
    - (4.13) Reset door rotation and particle effects on Furnace. Actor was still in screenshot position
    Open for contracted work | Blueprints | UE4++/C++ | Training | VR | My Website

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  22. #22
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    4.16 submitted. Nothing was really broken. Only had to rename a TextBlock in the widget, as it was sharing the same name as the one in the children.
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