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Action RPG Inventory System

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.

This mite help.

https://answers.unrealengine.com/questions/85527/storing-variables-in-all-levels.html

Pirate:

I’m working on creating an item that is a clue that begins a quest.

I’ve created a child blueprint of the Loot_Skeleton and a journal item.

I believe that I need to override the OnActorUsed function of my journal blueprint (copied from the red apple.) to open a page widget on which I will display the journal entries.

Is this the correct approach or do you have another suggestion?

I would also like to disable the loot generation for the Loot_Skeleton child blueprint. Is there an easy way to do this? A neat little boolean would be nice.

Why not create a new item type called questclues, then make the item simlar to a consumable but make it display a widget when used, edit lootactor add a boolean to disable the loot generation, in side you loot container just add a simple add inventory item adding your clue to the loot container.

that is pretty much what I was about to write :D, thank you.
And for the disabling loot generation, a simple bool and branch before it calls the logic to generate the loot will work. Then you can set it to true by default and then change it per child or per instance placed in your world.

For your informatio, we(ncsoft) could implement almost all MMORPG UI system in 3 weeks with Unreal.js. :slight_smile:

Cool, I’m sure a lot of people would love a tutorial showing them how to do that :slight_smile:

I wrote up an entire paragraph without investigating further into the blueprints, woops! Thanks for all of your hard work, I love it!

<tosses in a sovereign> I also call. I’d like to see those cards. :slight_smile:

NCsoft!? Interesting! :slight_smile: Nice to see you here, I hope that the MMRPG UI you are talking about is being used in Lineage 3 :wink: HINT HINT “MAKE L3” HINT HINT

Why use JS over slate or UMG if i may ask?

About your loot container background are you using a image which can be scaled to the size of the slots ? You can increase the slot columns within the container.

Atm, I have no background image for my loot container. I’ve gotten it working. I just made a copy of the pot container and changed the mesh. I haven’t worked on the new functionality yet. In our game, loot does not spawn. All of the treasure that will exist in the game will be present on day 1. Some of it will be procedurally populated, but much will be hand placed as treasure will almost always contain at least one quest item/clue. Containers such as corpses, chests, pots, & etc will be almost identical in function to Pirates Pot Container.

If you mean the image that I am using for the background of the Inventory and Equipment windows, that’s a simple image and may wind up being a placeholder.

I don’t use JS over slate or UMG’s. UMG does use slate. JS does use UMG. :slight_smile:

UMG(WrapBox, {YourNiceAttribute:YourNiceValue},
your_inventory_items.map(entry =>
UMG(UImage, {Brush:{Texture:Texture.Load(’/Game/Nice/Image’)}}),
UMG(TextBlock, {Text: entry.get_friendly_name()} })
UMG(Button, {OnClicked: _ => { console.log(“YOU CLICKED” } })
)
)

Ah OK yeah i found making the background image as 3 parts is needed for the container UI so it scales right when adding more columns, you can what i mean by mine below.

This is very easily respwan system I’m working on has a few small bugs relating to the order I’m doing them in.

NOTE: if any one is interested in how to clear the hotbar slots when a item has been used, I can post on how this can be added in.

https://www.youtube.com/watch?v=KL36JRVPeBw&feature=youtu.be

By all means, post. :slight_smile:

I’ll second that :slight_smile:

When i get home from work, ill post a quick video up to show you guys how.

I lol’d :D, glad you got it figured out. Don’t hesitate to ask if you run into issues though.

@OverRated_AU - Awesome work on the sleeping bag spawn!
I would love to have a system in place just like that, but I’m also interested clearing the hotbar on item use :slight_smile:

I’m also still in need of some help… I created a Melee Combo system, but I can’t seem to find a proper solution to my final issue…
stopping player movement while swinging the weapon.
EDIT
Made it work! Sometimes you just have to walk away, do something COMPLETELY different and then come back to the problem and it works :slight_smile:

I’ve made a video showing the problem and “solution” But now I have it working exactly as I wanted by removing the IsMovementLocked variable and using IsAttacking instead and referencing the PlayerCharacter.
Everything compiles and works exactly as intended… but if anyone can see a problem with that change, please let me know!

https://www.youtube.com/watch?v=-19YtLfgyo4

That problem is easily fixed but i wouldn’t go deleting the movement logic from the PlayerController as that also used to close the container inventory when you move your character, You can ether cast to the PlayerController and add that logic back in for the movement logic in the character or you can just cast to the character from the movement logic in the PlayerController.

EDIT:

Here we go.

https://youtube.com/watch?v=8uhT4lZdric