Action RPG Inventory System

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}, =>
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.

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.
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!

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.


Here we go.

Wanted to throw in a useful tip:

  1. If you want to be able to display amounts of an item for the inventory, there are 2 main places to do it. The first is the interact text. Go into the World Actor BP, add in an override for “GetUseActionText”, and make it like the following sample:
    This makes it so a single poison apple displays “[E] Pickup Poison Apple”, but if it is a stack of 5, then it will display “[E] Pickup Poison Apple (5)”. The same can be done with the tooltip. Simply go into the tooltip widget, and in the “Get_Name_Text” function, make it look like the following:

Oh, a tip I forgot would be to change in the InvManCom, is in the following area:
The original call in the BP was “Server Move Inventory Item” for an item that is, according to the comments, being unequipped. It’s something I noticed that differentiated the unequip drag vs right-click. Might be a useful snippet, and easy to fix. Just replace with the “Server Unequip to Inventory”.

If this has already been resolved, ignore me. I manually upgraded from the last patch.

Those are some very useful tips thanks for share :slight_smile: .

Thanks for sharing :smiley:

As for the Move vs UnEquip there was a reason at the time I had it built that way, but I will be changing it in the next update and I will post pictures (or a video if needed) on how to migrate the changes.
This will make things easier for people wanting the exact same execution path regardless of how they are Equipping/UnEquipping to attach your own logic for these actions.

Thank you! Very generous!

I’m also showing the Quality of the item in the tool tip as i have been working on a random Quality loot container which also adjusts there own stats based on there Quality.