Action RPG Inventory System

Edit: Herp, it didnt show me the new posts, you already did that stuff! Nice, much appreciated so I can work today on getting it running myself woho!

Perfect :smiley:
Most of the changes are normally only in the Macros in the InventoryManagerComponent.

As a note to others itā€™s helpful while learning where everything is to search for ā€œBreak inventoryItemā€ in all your files when updating your Item properties.

Iā€™m going to give 4.11 a test and try to record some new ART Import/Export videos in that.
Hopefully the 4.10 issues are fixed.

So each Inventory Component represents one Inventory is that about right? Iā€™m looking to have seperate Inventories based on Equipment so I could have the Equipment Inventory with 18(or however many equipmentslots ill decide to need) and could add others ?

For Example a Backpack wich has its own InventoryList, and when dropped it spawns a container object with that List in the world, the only thing im not quite sure about is how to deal with the Inventory Manager working with multiple inventory items ^^ do you think thats hard to implement? Iā€™m still in the process of taking apart your many functions and trying them out atm, do have the load savegame inventory stuff working thanks to your screenshots.

Iā€™ve been playing with the UI interface and have gotten some great results. What Iā€™m trying to do now, unsuccessfully, is having the Interact Text (and eventually the Item Description Tooltip) spawn at the mouse location. Iā€™m not having any luck.

Iā€™m basically using the ā€˜Get Mouse Position Scaled by DPIā€™ Node with a ā€˜Get Player Controllerā€™ā€¦ to a ā€˜Make Vector 2Dā€™ā€¦ to a ā€˜Set Position in Viewportā€™. If I place a ā€˜Printā€™ node coming from the make vector, it shows the coordinates are updating in real time based on the cursor location, so the issue seems to be with the ā€˜Set Postion in Viewportā€™.

Any thoughts?

I would just wait because pirate said he will be making a video to show people how to change this.

I must have missed that one; awesome!

It might take awhile, we still have no internet at the office and I have a lot of tutorials to still make along with the release of Multiplayer TopDown Kit next week.
There should be some tutorials on UMG that will help with positioning widgets to the mouse while you wait.

No worries. I appreciate it. Iā€™ll keep digging!

I have submitted Update v1.2 to Epic so hopefully itā€™s out tomorrow.

You can view the change log for Update 1.2 Here

Iā€™m also wrapping up some of the ART tutorials so once my internet is back online I can finish them up and get them on youtube.

Awesome work. I did notice a bug, however. When your character first spawns, it has all of the equipmentā€¦ but the stats donā€™t update unless you move an item in your inventory first. Doesnā€™t matter what is moved, or changed, but something has to envoke the inventory prior to it updating those numbers. They remain at 0. Iā€™m trying to work out a fix for myselfā€¦uneventfully.

EDIT: I tried to just add a stat point, then take it away, but that didnā€™t seem to workā€¦

Ok that was my mistake. To fix it all you have to do is call the UpdateEquippedStats() function at the end of RefreshInventorySlots().
I will update the screenshot for the 1.2 update notes and include this fix in the next update.

UpdateEquippedStats() is the function you call anytime you want to recalculate your equipped stats. Stats must be changed and calculated on the server.
The values are replicated back to the client to display on the HUD. You should not change stat values on the client.

Perfect! I was even trying to use that, just wasnā€™t using it in the right spot. Thanks again!

For anyone trying to update their bpā€™s to the current version, open the new source project and your project, then follow the change list by going to the demo source project and seeing the changes(can also copy) and then paste into your files, you might need to clean it up like make new local vars, ect.

update worked wonderfully for me :smiley:

edit, this is something that has always effected my project, dragging and dropping the umg widgets ontop of one another make the dragging one disappear, and itā€™s no longer able to be hidden, or visible.

Repro:

Hit i to open all umg
walk to loot container open it
click drag title bar of container or any umg imghere
drag drop onto another one imghereumg widget youā€™re holding on to disappears imghere

You really shouldnā€™t be having issues with dropping widgets if you merged all the changes :frowning: . Double check your OnDrop() functions in your UI widgets to make sure they match.

Also since a few users are having issues with importing art I have added a new simple tutorial on Youtube for importing weapons.
I hope this helps with importing your art into the unreal engine. I will try and finish the tutorial on skinning clothing ASAP.

But I canā€™t stress enough that these issues are not related to the inventory system but issues with exporting and importing art into the engine itself.
There are many art tutorials provided by epic that will help you learn how to import and setup your art assets in unreal or cleanup art you bought from the marketplace that might not be setup properly.

I finally got my character model to use the unreal skeleton and animations correctly, now to start adding my own items.

58bf6af12ad94a4253fa285001584173ac406dcc.jpeg

Nice :D, donā€™t forget to move the Hand Sockets up and in a bit :slight_smile:

Thatā€™s what I missed when I was diffing! Thanks a crapload. Youā€™re amazing <3

The flickering, invisible equipped items is a real pain. Updated to 4.11 Preview to check to see if it was fixed and no luck. Made sure to double check I was complying with your specific tutorial instructions and guidelines.

I know itā€™s an engine thing, but it really puts on the hard breaks on when trying to expand or modify the item library. Would love to explore workarounds.

This is really great item BTW. Seriously impressed all round.

One small thing Iā€™ve found. Using the in editor preview, I dragged the character and item windows fully off the game pane and they are gone forever. Canā€™t get them back.

I understand your frustrations, itā€™s a shame it was all good in 4.9.2 now people seem to be having issues even though 4.10 is supposed to be a stability release.
Please donā€™t forget to write your issues on answer hub so that they can get fixed. The more people reporting it the quicker it will be addressed.

As for the UI that is expected behavior since the Inventory System provides Inventory Demo Widgets and wasnā€™t meant to be a UI framework for a game.
I have it on a list of things to add for a future update just waiting to see what else is needed. It is not much work for people to do themselves if they want it earlier and itā€™s a good exercise for learning UMG.

Thanks for the response. I really appreciate the time and effort folks like yourself put into your work and sharing it on the marketplace.

Edit: I just started from scratch again, just to double check each step and I think I found out what was happening. Itā€™s entirely a mistake on my part. Pretty sure it was all along.

I didnā€™t name the bone on the new item I was importing Root. That was one thing I overlooked and the only thing I changed and got, finally, a solid non-flickering item. I didnā€™t want to write up on the answer hub without being sure so Iā€™m glad I went back and checked and found this oversight. I canā€™t speak to anyone else having this issue, but Iā€™m happy to say it was all my fault and not the Blueprints or the engine or anyone elseā€™s.