Action RPG Inventory System

Well, instead of a POOF, you can have it come running in from out-of-view. Spawned in, moving towards character that called it.

Haha ya I always liked that style more. Like how Age of Conan did it where it runs up and you saddle it.

In Black Desert Online, your mount is always present as an in game object while you are playing. You have to stake it out nearby or stable it. For the sake of immersion, we plan for the final implementation of our mount system to be a similar full time simulation: Youā€™ll have to feed and water it, house it, protect it, and keep track of it. While we may add the ability to train it to come to a whistle or use magic to transport it, it will not under any circumstances fit in your pack. :slight_smile:

Thatā€™s the style I would use in an RPG. Where itā€™s there and you need to stable it, sort of like RED DEAD. I also like it when you have to take care of it and it can be killed (ark is probably the most recent example i can think of that has this).

My basic mount system is to show people who are having issues or donā€™t know how to make an actor attach to another/change controller possession from one pawn to another and so on. Another call mount style I like is in final fantasy a realm reborn, the mount comes running toward you and fades in as it does so. These things are all easy to do.

When i have some free time iā€™ll setup the mount to act like the one in the new metal gear for the little game demo Iā€™m doing with pirates inventory. Thinking about adding parts of my status effects pack to.

To anyone here who has created, imported, and used a Fuse Modelā€¦

Helpā€¦?

His poor arms :frowning:

Have you tried answerhub iā€™m sure a few people have probably had issues with fuse in Unreal

I think this is not the correct thread to ask this. I will send you a pm as soom as I can.

Errors similar to this occur when importing a Makehuman model. The fix may also work for you if you are reusing the UE4 skeleton animations.

Open the imported skeletal mesh. Open the Skeleton tab. (showing the bones) Check the Show Advanced Options check box next to the Active Sockets button. Right click on the offending bone. Select Recursively Set Translation Retargeting Skeleton. Do this for each out of whack bone.

Iā€™ll give that a shot when I get home from work, getting ready to head in to work now. Thanks!

Itā€™s ok, I donā€™t mind because I am sure other Action RPG Inventory users have some experience with this and they might be able to help.

Iā€™m really happy with how this thread is becoming more than just a support thread for the Inventory. It is now also a place where people share their projects that use the system and share tutorials and enhancements with it.

:smiley:

This is just because you didnā€™t select the Mannequin skeleton when you imported your model, Mixamo states there skeleton supports unreal 4 which it did when the blue Mannequin was still being used, Just re-import it and select the Mannequin skeleton, If you plan on using the unreal animations you will still need to tweak the bone locations on your Mixamo character other wise just import some animations off the Mixamo site.

Also what are using for your ranking system? is that a marketplace asset?

I THINK the update is out finally, I am reintegrating it with the topdown BP and a lot fo UI stuff has now changed to be simpler

Yes the update is out :slight_smile:

Let me know if you have any issues, I still need to update the TopDown Inventory Merge video with the new UI steps. But watching the Inventory merge video will help people with that part.

Ranking system?

I think he means because it says ā€œLevel 2ā€ on your player frame. Heā€™s wondering if thatā€™s something you bought or created yourself.

Gotcha. The level system I created. I can share the code (or code pieces) if anyone would find it helpful. Iā€™ve also tied into a leveling system that plays an animation and some particle effects when the character levels up. It subsequently adds the level, adds one point (can be changed) to each stat (i have 6), and adds some hit points (variable based on class of toon).

Ohhh this sounds cool!!!

Iā€™ll make a set of screenshots to help suss out the majority of it once I get ā€œspeghetti armsā€ fixed. :slight_smile:

Hopefully these will help anyone else trying to have a basic level system. Itā€™s nothing complicated, nor does it use any form of Experience to level up. Right now it just does it as a key press so I could test itā€™s functionality.


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