Action RPG Inventory System

I will make a proper documentation in the future, that I will post in the Character Stats Kit forum ,were I explain what I did.

You would be my hero!!! I thought even after the tutorial didn’t work at all (For character stats) that it would be as simple as to putting the StatsUMG in the HUD, putting in an on pressed make visible, hook up the StatsUMG ref to the new ref from the Inventory Player Character and walla. But I get the widget to open fine, but it doesnt populate the information. Whether I follow the tutorial or add it to the HUD and make my own reference to the UMG and cast to it from the player character to hook into the setup node, i cant seem to get the darn StatsUMG ref to work.

Im really looking forward to that documentation or even a blip of a comment as to what direction I should look into!
Thanks so much Tylrin!

Well there will be awesome stuff and multiplayer trading with player without dropping on the floor or just delete if drag off the screen, anyways will be grate too for multiplayer addon to make dungeon loot system like in WoW

All of those features are fairly simple to add in on your own, just like adding in a character portrait :P.

Well i trying to get that but some how its hard for me to do gat character to look in equipment but its not updating items that i caring.
Also its hard to work alone…

when you OnRep your items you also need to set those on your preview character.


I went through the video tutorial and after this comes up whenever I try to press “I” to open the inventory.

It looks like the InventoryUI reference is null. This is set during the InitializePlayer function in the InventoryPlayerController. Please double check it’s reading a valid reference.

The InventoryHUD class loads the HUDLayout UMG widget and the InventoryPlayerController reads this from the HUD class to set the InventoryUI reference (of the HUDLayout widget) in the InventoryManagerComponent.

It is possible your same mode is not loading the InventoryHUD class. If you double check those two areas it ahould be easy to spot what’s causing the reference to not be valid.

If you are still having issues please email us at our support email so I can help you quicker.

I’m not using InventoryPlayerController. I have my own controller.

This is my begin play:

    2 (continuation).

So I realized now that it’s not even calling the begin play method of my controller class:

That print statement isn’t even being displayed. I checked the game mode though and it is using that bp.

Edit 1:
The constructor (construction script) seems to execute fine? Should I just do this initialization in the constructor instead? About to test.

Edit 2:
Same resulting error… the Inventory widget is null.

Edit 3:

I figured it out!! My controller is in a C++ version and the beginplay function wasn’t calling the superclass function. So evidently if you don’t call Super::BeginPlay(); in C++ it won’t fire the BP version of the function. I’m assuming this is the same for all events actually. Hopefully this helps others in the future lol.

Edit 4:
Now the problem is the same with the bag (B)

I got the equipment to open up by pressing (I).

Edit 5:

Nevermind, I’m dumb it was working after adding the Super::BeginPlay(); in C++
The Inventory was anchored to the right side of the screen so I couldn’t see it until I was in full screen mode.

If you merged it into the Epic Third Person Blueprint for some reason (no real need to since that template doesn’t really provide anything)
Make sure you deleted the placed character from in the level. Or you will possess this pawn instead of having your character spawning as it should.

It seems to me that might be what is causing your begin play not to be called.

Glad you got it all working :smiley:

Do you happen to have a video tutorial on how to setup items? Like picking them up…etc?

All the video tutorials can be found listed in the first post. If you take a look at our youtube channel you will see all the tutorials for our 3 marketplace assets.

Hey what did you end up doing to get that working like that?

You should be able to google how to setup something similar, apart from networking support doubt theres any videos covering that.

You will want to use render targets to render from a camera view to a texture. You will need to setup the camera to ignore other objects etc.

A quick google search came up with this tutorial that might help get you started in the right direction.
I know a few versions ago UE4 added some improvements to the Render to Texture tools but I don’t recall exactly what has been changed.
Maybe some others can chip in with any material online they might have seen that was useful in getting a good render target setup for a character paperdoll.

I just started a new project in 4.15 with the latest version of the inventory. I’m using the inventory’s player controller, HUD, and gamemode. Everything seems to work except I can’t drag the inventory windows around. If I click and drag the mouse disappears and reappears where I last clicked when I release. I’m sure I’m overlooking something simple but if you can point me in the right direction that would be great.

Also the inventory window appears off screen but I think I need to just change where the widget is anchored to fix that.

Hey KrunkFu,

Set the Bool IsWindowLocked in the Widgets to false. That will fix it, I think.