Action RPG Inventory System

My apologies. I have not actually made any weapons, so I was perhaps speaking out of turn. Have you watched this tutorial? About 2:30 he goes into the process when you only have a static mesh.

The code is setup to equip the skeletal mesh for view on the player. That’s why it’s called the equipment mesh.
So if you don’t provide an equipment mesh you won’t see the item equipped onto the player.

So that leaves you with two options.

Make a skeletal mesh version of your weapon and everything is all perfect and easy :smiley: (BTW Static mesh rotations are different so that they get placed on the floor nicely for item dropping. So having a static and a skeletal isn’t a bad thing :)).

Change a bunch of code and complicate the system by putting in a bunch of logic/changes to allow either a skeletal mesh or Static mesh to be used for a weapon.
But honestly, you are going to probably spawn your weapon as a Blueprint and attach that anyways when you have a weapon system. So maybe instead of complicating things you will just want to change your Weapon equip logic to spawn the weapon blueprint and equip your weapon blueprint to your hand socket (which can then use the static mesh property of your item if you wish instead of the skeletal)

Got it working. Thank you really much Sir. Also Pirate… thx for your help!!

Awesome :smiley:

Really liking the update still! It makes it so much easier to edit stuff and hook other systems in, great work!

Any news on the equipment slot tutorial though?

I’m working on a Durability system for the inventory its still needs a lot of work and testing but the ground work is there.

EDIT: WIP body temp system cardboard armor isn’t the best to use haha.

Same basic item splitting i have added in.

Yes, it appears that way. I’m guessing it has to do with bone location relative to the ground, but don’t have the prerequisite skills to verify that :slight_smile:

Since others are doing it :slight_smile:

Some WIP footage of my game - got a weapon system almost done, just two bugs left (pistol not showing hands and pistol ammo not saving right)

It’s going well so far though

Awesome stuff! I really like the animation change based on what is equipped. I haven’t gotten quite that far yet.

I came across this, and thought I’d share it. It may be helpful to some in regards to importing new armors and such. I may try and see if it fixes my previous boot sync issue.

The Meshes on the Equipment Character are doing that already.
You can see this in the OnRep functions. So everytime you equip a new equipment mesh and it loads it onto the player it sets the master pose component to the character “mesh”.

I enjoy reading about your progress. Please keep us updated. :slight_smile:

Very nice!

Will do :slight_smile: , Here is some Inventory Item Drop On Death Logic i added in tonight.

Thanks! It’s a bit dodgy since I can’t animate (hence the no walking with pistol etc) but i’m more focused on getting the pure mechanics down, then can slot in art later :slight_smile:

Before I start really hacking things up, is there an easy way to keep the inventory and variables stay and reload when switching levels?

Have tired passing the data to the server then back to the player in an array?

I’ve played around a little, but the ‘init player’ gets passed at each level load. I may have to create and parse a variable in my Gameinstance that, when the first level loads, checks to see if it’s the original level. If it isn’t, then load that saved data rather than the initializing data…? It sounds right in theory, just not sure a good way to find/save each type of data i need. May have to try it from the scratch content to get it working rather than risk messing up my currently working project. Thanks.

So do the starting items get placed in your character inventory each time you change levels?

Yes. If I load my the game…run around…collect some items…add money…add levels…then open a new map (from command or blueprint) it opens the new map as if I just started the game over. I started with just trying to save the ‘cash’ variable to test it, with no luck. I’ll keep playing with it over time.