Action RPG Inventory System

All of that I was able to do without issue, my problem arose with the skeletal mesh itself. It ended up either as a blinking texture about 5 times too large or just 5 times too large. I think starting with some basic tutorials on my modeling software and taking the time to learn it right will help with that. I was just trying to “crash course” my way through it. Probably not the best way to do it :slight_smile:

Yeah but easier, all you need to do is export the backpack used in the demo into 3Ds max then import yours, and weight it to the same bone which should be spine 3 and remove the demo backpack and export and import it into unreal, You only need to export it with the skeleton from max and when you import do it twice just change the naming and un-click the import skeleton option, that way you get the skeleton and static mesh to setup your new item, make sure you select the Mannequin skeleton when importing your new items.

Like Rhynedahll said the static mesh is used when you create a actor for dropped items and its also used to create a icon.

I’ll have to play with it some more. I tried to do exactly that, but since I wasn’t sure what I was doing I didn’t weight it to a bone, I just kinda…left it floating there and deleted the original backpack. It’s good to know I was at least on the right track. I’ll keep working at it. Thanks!

The static mesh is because when you drop it or place it in the world it uses the static mesh. Often you want this to look different then the skeletal mesh skinned to your character. So for example in skyrim when you drop your clothes its actually a little folded clothing mesh. Not the mesh you wore. This also helps with setting a better rotation for it to sit on the floor when dropped or as a physics asset. You can see there are differences between the skeletal and static mesh versions of the demo content.

Hope that helps explain the need for both

So i started working on a GUI interface for our game this is the progress i have so far.

Very nice!

Still no update this morning.

<shakes fist at an uncaring sky>
Curse you, Epic! May your breath stink of elderberries!

Yeah seems they have gotten slack lol.

I based my GUI of SWTOR GUI as i liked the layout of it.

That’s more-or-less what I’m aiming for as far as quite a bit of my functionality, is SWTOR. Mouse based action, tooltip spawn at mouse cursor, etc. Having something to base it on helps me more easily set goals while learning. Mimicking an existing and achieving similar results means I understand what I’m doing; or at least trying. Unfortunately my background is in Photoshop and Illustrator and NOT UE4. So There’s a large learning curve there. :slight_smile:

Here’s it all cleaned up.

Looks great!

Hello, this is a great pack worth every penny :o
I just have something to mention
when moving the controls from the right mouse button to the 1st/3rd mode i noticed a little something off, for example if you press c to bring the character ui you enter the ui mode but if you press b it will bring the backpack ui but you’ll exit the ui mode while the character and the backpack ui are still on screen
i’v managed a solution for it for anyone interested:

it may not be the best solution but it works for me any way :smiley:

Just one more thing,
when i set the max loot items in the loot actor to 18 or more i get this error
817c543d9cca975bb9e5d747efa05220257d06bf.jpeg

any idea why i causes the infinite loop and how to fix it?

This is because the loot actor demo logic has variables you can assign for min and max loot that randomizes. So if you have made changes to existing loot lists, or created new one please make sure you aren’t trying to random more items then you have in the assigned loot list if you wish to use the demo random loot code.

http://thelonepioneer.com/mount.png

I had a little bit of free time earlier so I went and added my basic mount system to work with the inventory system, The item interaction is different then the one I had setup in my mount and tame, so I converted it over to the BPInterface from the ARPG inventory. It only took a few minutes which was nice ended up quickly adding a Mounted state in the anim graph as well.

@Robviously
Very nice! I have been thinking about purchasing your mount system Rob, would love to see a video of it in action with the ARPGIS :slight_smile:

Looks great, all the screenshots people are showing get me pretty excited :D.
It should be easy to do a MMO/WoW style mount where you “use” the item and it spawns the mount since you already have all that code in your asset :D.
Just need to make a new item type “Mount” or something and add in a little logic for the UseInventoryItem if the item type is a “Mount”

For people updating there projects to the 1.3 update when its released tomorrow, i have made a short video showing you guys how easy it is to update, and sorry there’s no voice over but you guys should understand it without it.

Awesome, that’s very kind of you to take the time to help others out :smiley:

It looks like the update is now out.
Patch Notes - V1.3 (Updated February 29th 2016)

If you have any issues please email us at support@vanguardinteractive.com

I actually thought about that too… but wasn’t sure if I wanted to have a “poof here’s your magic horse” option lol

Update is out by the way :smiley: