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Thread: ESC Inventory System

  1. #1
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    Smile ESC Inventory System

    Easy to Setup & Customize
    Inventory system



    Overview:
    Hi everyone! Im currently working on a special inventory system, that can be easily setup and customized by tweaking some variables. It uses UMG. Im planning to submit it on market and set the price to zero

    Very easy to setup. You just need to call one function in order to make the inventory system work!
    Easy to customize. You don't have to understand Blueprint system, but still able to make the inventory you want and with any style.
    Grid and Scroll menu types. You can even set the grid to be scrolled
    Page Navigation. You can set, how many pages will use your inventory.
    Filtering & Sorting. Supports Name search, Type filtering and some types of sorting. You can combine as well(Ex. I want to show only Weapons with "heavy" in their names, and sort them by value. I can!!).
    Details Panel. Inventory supports two types of Details panels, where you can show the item stats - Small(Shows, when hover over slot) and Big(Always shows when inventory is open)
    RMB Menu. You can press the Right mouse button on inv. slot, the small panel will appears, where you can drop items(Drop All & Drop Count, if slot have more than one item), use then and equip.
    Fast menu. Place important items right on the screen and use it by pressing 1-0 buttons.
    Limits. You can limit items by weight or by slot count. You can also combine this.

    Done:
    • Item system(Itembase, in-level item setup, pickup, drop)
    • Grid-based inventory
    • Scrollmenu-based inventory
    • Type filter
    • Name filter(search)
    • A-Z sorting
    • Type sorting
    • Value(Cost) sorting
    • Multi filtering and sorting (You can combine filter and one sort type)
    • Details Panel
    • Mini Details panel(On Mouse Over slot)
    • Page Navigation
    • RMB Menu
    • Drag & Drop
    • ItemLimit by weight and by slots
    • Fast Menu (Minecraft again :/)
    • Use and Equip system(Interface Events)
    • Comments


    !!!Preview project will also include Apple, Aidkit, Can, Torch, Sign, FPS Weapon(no hands) models. Those are made by me, so you can use it in your game. Some of item models made using CGTextures. Model and texture sources will be included.

    Download(v0.7): https://yadi.sk/d/XqTKHROUeDEE4
    Beta! Expect some bugs. UE version: 4.7!!
    (07.31.15 - WIP on version 2)

    Screenshots:
    (12.31.14)
    http://s1.uploadpics.ru/images/b1JaLYARd.png
    http://s1.uploadpics.ru/images/ZybhLYCRd.png
    http://s1.uploadpics.ru/images/bkwhUKC0O.png
    http://s1.uploadpics.ru/images/ZJahLY00O.png
    http://s1.uploadpics.ru/images/-1HT8F0Ad.png
    http://s1.uploadpics.ru/images/WkipLKCR_.png

    Video:
    (12.31.14)


    Special thanks:
    Myself - Done everything
    Hakabane - Thank him that my inventory is free. And helping me with English stuff.
    EpicGames - For making the best Engine in the world.

  2. #2
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    Wow. I was looking for bits and pieces of information on how to create such an Inventory System in UE4 a couple of days ago and BAM, this shows up. It looks awesome and 15 - 20 USD is a highly reasonable price range.

    Going to track this topic

    EDIT:

    Non-native speaker, in a hurry and being derpy...with "highly reasonable" I actually meant:

    I would pay 20 USD right away, after it appears on the Marketplace. Keep up the good work, AlFlakky
    Last edited by Maxunit; 12-16-2014 at 07:34 PM.

  3. #3
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    Thank you!

    Im planing to finish it in January, and if everything will go well, going to submit it on market.
    Last edited by AlFlakky; 12-16-2014 at 06:32 PM.

  4. #4
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    Just playing with Inventory style

    Name:  2014-12-18 00-41-46 ESCInventory5 - Unreal Editor.png
Views: 4823
Size:  229.6 KB

    Im not the best in design, but i wanted to make something very quick. The style setup took about 5 minutes, without messing with the code at all.

    By the way.. Yesterday I changed the way user can setup the inventory. Now its very easy, you just have to call macro function, wich enables the inventory, and then all you have to do, is edit UMG widget. Place inventory elements where you want them on the screen, press Play button and that's it, Inventory will work from that moment.

    Name:  2014-12-18 00-49-02 Int_InventoryWidget.png
Views: 4168
Size:  94.2 KB

    Name:  2014-12-18 00-50-06 MyCharacter .png
Views: 4045
Size:  67.0 KB

    Many functions aren't done yet, but Im going to make it as quick as I can. Hope u guys will support me and my work Thank you!
    Last edited by AlFlakky; 12-17-2014 at 05:55 PM.

  5. #5
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    Today I have been working on Drag and Drop system. Now its working and able to move stuff around.

    I also made a first video, showing the inventory and items setup process. Enjoy


  6. #6
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    Finished:
    Fast Menu. Player can now use Drag&Drop to place items into fast menu buttons
    Weight Limit. Added weight information to items. Now when you try to take an item, it checks, if u have full, or almost full inventory.

    Name:  2014-12-19 19-08-46 ESCInventory5 - Unreal Editor.png
Views: 3615
Size:  69.7 KB

  7. #7
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    Hello again, guys!

    Yesterday i finished Use system, so devs can easily add functionality to their items. If item is useable, player can Press RMB on inventory slot to show the menu and use the item. He also can place item to Fast menu and press the number on his keyboard to use.

    I also add ability to make your own item blueprints with unique logic and Use function. You must create BP based on ItemBP and then just setup Inventory info in Details panel. I will post the video soon, so you can see the result of my work.

    The main functionality is done, so Inventory is almost finished. All I have to do is comment my BPs and fix some stuff. I hope you guys will support me before and after I submit it on market!!

    And I also wait to someone post something, because I want to see your opinions guys

  8. #8
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    Still tracking the topic and I bet, that there are more, who are "tracking" it as well. Still can't wait for it and so far there are enough Assets already being released (except this one), so that I could go haywire on prototyping

    Keep up the good work

  9. #9

  10. #10
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    Hello everyone!

    As I promised, I had a great time making my inventory and now its finished. Right before new year

    New screenshots and new video in first post.

    Oh, and.. HAPPY NEW YEAR guys!!

  11. #11
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    Happy New Year, everyone

    And wow, this inventory system looks amazing. I'm drooling more and more

    Have you submitted it to Trello to get the votes for the Marketplace?

    EDIT:

    Just watched the YT Video...I'm seriously drooling right now and I am like "****!". I mean, it looks feature rich and easy to set up. Amazing work!
    Last edited by Maxunit; 01-02-2015 at 02:04 PM.

  12. #12
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    Thank you for reply, I appreciate it

    Yes, I've submitted it, but Epic have to check it before it goes to Trello boards. I'm looking forward to get their reply and when I do, I'll post it here.

  13. #13
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    Pretty awesome setup. Guessing its not multiplayer though?

  14. #14
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    Quote Originally Posted by Hakabane View Post
    Pretty awesome setup. Guessing its not multiplayer though?
    Right now it's Single only, yes. But I'm planning to add multiplayer support after release(of cource the price will be same).

  15. #15
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    I'd honestly charge more after implementing that. Not sure if you've dealt with replication yet but it's a huge headache.

    Personally I'd suggest making it so everyone who buys your single player version gets the update for free but any new buyers pay a higher price. Just my 2 cents though.

  16. #16
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    Quote Originally Posted by Hakabane View Post
    I'd honestly charge more after implementing that. Not sure if you've dealt with replication yet but it's a huge headache.

    Personally I'd suggest making it so everyone who buys your single player version gets the update for free but any new buyers pay a higher price. Just my 2 cents though.
    Hmm.. I will think about it.

    But to be honest, the hardest part of the inventory was UI. Drag&Drops, Sortings and filters e.t.c. I've spend a lot of time doing this. I ve even remake whole UI couple times because of UE bugs and overall optimizations. But inventory itself(Items, place/take funcs) are the easiest part of this. Its like 10% from whole code, so only 10%(took me couple days to make ) have to work with network stuff.

    So.. I'm pretty sure that repl. will take some time, but not as much as UI(do not remind me )

  17. #17
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    I found for my own system that the UI and drag and drop were super easy actually. I always enjoy talking to other people who have made inventory systems though. It's really interesting seeing where other people get caught up and what they found easy. I think the hardest part for me is just being happy with it. I keep starting it over from scratch reworking my functions to be super efficient and adding small little features.

  18. #18
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    multiplayerable pls. i dont understand why nobody does the replication etc. its not that hard.

  19. #19
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    Quote Originally Posted by MajekPL View Post
    multiplayerable pls. i dont understand why nobody does the replication etc. its not that hard.
    As I said earlier, I will add multiplayer after release or on trello vote stage. Don't worry

  20. #20
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    question for you, I am currently using the MMo starter kit with calls to a SQL DB on the remote host would this be difficult to add into my already existing MMO scripting?

  21. #21
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    Quote Originally Posted by zuch0698o View Post
    question for you, I am currently using the MMo starter kit with calls to a SQL DB on the remote host would this be difficult to add into my already existing MMO scripting?
    There is its own inventory system(This pack, right?), so I think that might be hard to implement. My inventory uses structs, that are different from Kit's, so you have to rewrite almost everything to make it work with their inventory system. It would be easier to connect my system to database instead. It has inventory array and some functions, that must work on a server with DB, so if you can connect it, there wont be a problem. I have not ever worked with SQLDB, so i cant say for sure.

  22. #22
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    Good news for everyone. Inventory will be free I will upload it a bit later.

    U have submitted it to market with 20$, but I hope Epic will allow me to release it for free. Anyway, u always can download it from this topic.

  23. #23
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    Quote Originally Posted by AlFlakky View Post
    Good news for everyone. Inventory will be free I will upload it a bit later.

    U have submitted it to market with 20$, but I hope Epic will allow me to release it for free. Anyway, u always can download it from this topic.
    Is there a download link for this somewhere? I don't see it if there is. Looks pretty amazing I'd love to give it a try.

  24. #24
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    Awesome work AlFlakky. The speed-of-use & drag-n-drop caught my intention as I'm interested in a JRPG Style Action Menu. Traditionally JRPG Menus use dropdowns, but, I can visualize this grid-based menu applied in a similar manner.
    TheGameDevStore.com | TheGameDevStore.VR: MMO + Interactive Asset Store + RPG|FPS Game Layer w/ VR Support.

  25. #25
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    Is there a download link for this somewhere? I don't see it if there is. Looks pretty amazing I'd love to give it a try.
    Hello. It has some bugs, that i haven't fixed yet, but I can release the beta version here, so u guys could download it and test..

  26. #26
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    Quote Originally Posted by AlFlakky View Post
    Hello. It has some bugs, that i haven't fixed yet, but I can release the beta version here, so u guys could download it and test..
    That would be awesome. I'm sure everyone would be willing to test and help out a project such as this.

  27. #27
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    Hello again.

    Here is the link to download my inventory(Expect Bugs!):
    https://yadi.sk/d/XqTKHROUeDEE4
    UE 4.7

    I have no documentation on this, but there is a full project, that u saw on the video, so everything should work at start. It has comments, so I hope u will understand some parts of the code.

    Let me know, if you have any troubles.

    P.S. Thanks to Hakabane for some help.

  28. #28
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    Can I ask if you've added a license document to your package? If not, can I request you add a permissive license to it so we're all legally sorted out? BSD, MIT or ZLIB licenses work well for this kind of thing (I prefer MIT/BSD).

    Its just that without that, plenty of people can't use your system due to potential legal issues.

    Ta.

  29. #29
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    Quote Originally Posted by zoombapup View Post
    Can I ask if you've added a license document to your package? If not, can I request you add a permissive license to it so we're all legally sorted out? BSD, MIT or ZLIB licenses work well for this kind of thing (I prefer MIT/BSD).

    Its just that without that, plenty of people can't use your system due to potential legal issues.

    Ta.
    Oh.. I have no idea about licenses.. I live in Russia, so noone care about it here But.. Well..

    CONDITIONS OF USE:
    • You can use it(or parts(4) of it) for commercial or private purposes.
    • You are allowed to modify the product(1)(or parts) for using in your projects or to distribute it(With owner(2) permission only)
    • You can distribute it in original form, but with reference to it's original product's web pages(3) and owner(2).


    NOT ALLOWED TO:
    • Distribute the product(or parts of it) in original form without specifying terms of use, owner and web pages.
    • Distribute it in modified form without owner permission.
    • Sell original or modified product or parts of it.
    • Release product(1)(Modified or not) under other Use Licenses.



    Owner reserves the right to change terms of use in any time.

    1 - ESC Inventory system
    2 - Alexander Blintsov
    3 - http://flakky.ru/esc-inventory-system/ or/and https://forums.unrealengine.com/showthread.php?54522-Submitted-ESC-Inventory-System
    4 - Inventory code or its parts, Showroom map, 3D models, that included. 3D content, that made by Epic Games must go with its license.

    [Alexander "Flakky" Blintsov - 01.02.2015]
    Is that good?

  30. #30
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    Its a little bit buggy. If I right click on an item in inventory and then click for example drop and then close the inventory and do a right click in space, it shows the RMB button again and shows the mouse over window..

  31. #31
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    Quote Originally Posted by iUltimateLP View Post
    Its a little bit buggy. If I right click on an item in inventory and then click for example drop and then close the inventory and do a right click in space, it shows the RMB button again and shows the mouse over window..
    Moin Moin...

    It is not even hard to fix these small problems... think about it is shared for free and its version 0.7 beta. I think we should wait for later versions.


    Maybe the community should stick together and create a documented inventory system which is edited by a small group of developers and allowing people to give their ideas to the project.
    Also maybe AlFlakky is interested in doing something like this. Just PM me for details

  32. #32
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    Quote Originally Posted by iUltimateLP View Post
    Its a little bit buggy. If I right click on an item in inventory and then click for example drop and then close the inventory and do a right click in space, it shows the RMB button again and shows the mouse over window..
    Hmm, I checked this, but have no such issue.. I will now fix other stuff related to RMB and MiniDetails, maybe this will solve your problem.

  33. #33
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    Quote Originally Posted by 3HMonkey View Post
    Maybe the community should stick together and create a documented inventory system which is edited by a small group of developers and allowing people to give their ideas to the project.
    Also maybe AlFlakky is interested in doing something like this. Just PM me for details
    Are u about to make new system, or just document mine? Because I will continue work on this inventory and make other ESC stuff, like Dialogue and Equipment systems, that will work alone and with my system.

  34. #34
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    Here is small update(Let it be Version 0.75)

    • RMB Menu no more appears on empty slots.
    • MiniDetails now doesn't show up when RMB is open.
    • Added some comments


    Download update:
    https://yadi.sk/d/HQgt0QCleSJ8f
    I used 4.7 P4

    Place it in ESCInventory\Content\Blueprints\Inventory\Widgets
    DO NOT forget to backup inventory, because I'm not sure, if this kind of update will work
    I will reupload full project later, when I fix more stuff

  35. #35
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    Quote Originally Posted by AlFlakky View Post
    Are u about to make new system, or just document mine? Because I will continue work on this inventory and make other ESC stuff, like Dialogue and Equipment systems, that will work alone and with my system.
    I mean using your system for example but only with a small team. More eyes see more then one and/or have more or better ideas how systems work. maybe we should create a small skype group for example

  36. #36
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    Quote Originally Posted by 3HMonkey View Post
    I mean using your system for example but only with a small team. More eyes see more then one and/or have more or better ideas how systems work. maybe we should create a small skype group for example
    I would join

  37. #37
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    Well, u guys always can modify my version of inventory and distribute it. Just let me know If u want, u can add me in skype, and I will provide support.

  38. #38
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    Sorry guys, Preview 5 broke everything and now I have to get P4 somehow in order to get access to my code and update my Inventory manually. Please advise to do it faster, otherwise it will take couple of days to get my Inventory work on P5.

  39. #39
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    Thats why I stopped the c++ translation

  40. #40

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