Action RPG Inventory System

Just cast to the player controller then the inventory component then loop the inventory for the type of item.

Alas my casting foo is poor.

i feel a lot of trial and error in my near future lol

could you help me set this up in blueprints please?

You want to get the players viewport size to determine the resolution.
Then you divide the X and Y screen sizes by 2 to get the center and set the mouse cursor to that new value.

Now when you are switching back to UI mode you can just call this logic to reset the cursor to the center.

This is actually a great learning exercise to figure out on your own. Development is all about learning and breaking down those brick walls that block your progress.

@Pirate One thing I’ve noticed has been a lot of work has been adding variables to the Inventory Item structure, mainly because things have to be linked up in all the spots where you use the break link and immediately make the link (usually to update amount, it seems). But I think I found an easy way to handle this: Rather than remaking the links, you can use ā€œSet members in InventoryItemā€, then while that node is selected, you can (in the details panel) choose which items you want updated, and just plug things in accordingly. Just a thought, but it might help if someone wanted to add more stats and minimize the follow-up work.

Yes I just checked it out and this Set Members in STRUCTNAME node is really good.
I’m going to put together an update which replaces all the Struct breaks with this node. I’m not sure if they had it back in 4.9 when I made the inventory and if they did I feel like a right idiot for not knowing about it sooner.

For people wanting to replace all the areas where structs are broken and made basically just open any blueprint and search for ā€œBreak InventoryItemā€ or ā€œMake InventoryItemā€ and uncheck this blueprint only it should be easy for people to update this themselves. Same should be done with the UI Item struct as well.

Nice find i also didn’t know about that node, i have just updated my project and replaced all the makes with that Set Members Node.

[FONT=arial black]Hi @Pirate

[FONT=arial black]I loved the Data tables and components approach in your system!!!

**
About the situation: The interactive text does not works**. It was not covered in the tutorial how to migrate inventory in the custom project.
Here I migrated all using Epic’s standards. And everything was fine, but lacked the interactive text when I get close to objects.
**
Another situation: About mouse cursor conflicting with third person camera**

I need to know how to configure the mouse cursor that is always on while I play. As the game a third person game, is the mouse cursor that moves and not the orbital camera.
I have to press the left mouse button to to hold my third person orbital camera, but this button is uset for shield defense.

[FONT=arial black]The Ideal for my game is the mouse cursor only appears when the inventory is called by pressing the ā€˜I’ or ā€˜E’ key for example. And disappear when I press ā€˜I’ and/or ā€˜E’ key again.

And Again,
Thanks

All this has been covered in pervious posts, and Pirate has also made a tutorial showing you how you can change the mouse cursor, you need to added the post process martiral to you character blueprint to enable the Interact text.

Thank you @OverRated_AU For their help with the interactive text, I’ll try it.

Sorry for the question again. As a buyer I asked the Pirate support, exclusively, by solution for my specific problem. I have not followed this thread, post per post, more or less 14 post pages, just for lack of time and realease deadline. I’ll try to search it in the previous posts.

Regards

No worries, the Inventory is currently setup for a RPG game which will always show the mouse pointer, watch pirates Tutorial here it will help you change the mouse logic to a TPS/FPS style.

I try to help people that are new to the inventory as i know it well.

@OverRated_AU thanks for posting that.

Also I will probably be releasing the update that switches all the breaks to use set members in STRUCT when 4.12 is out. I will as usual post the instructions on how to do it yourself in your own project.

When 4.12 is out I will be removing support from 4.10 on the store. 4.10 was such a bad release. 4.11 will be the new base version for updates until down the line in future versions when significant changes need to be made.

So to recap, when 4.12 is released 4.11-4.12 will be the versions available on the store. I don’t plan to remove 4.11 as the base version for awhile.

Thanks @Pirate @OverRated_AU

[FONT=Arial Black]Your support was very appreciated.

The FPS control will be very useful in my third person game. Thanks

**About interactive text
**
I haven’t managed to make the interactive text appear when I approach the items. Yes, I added the post process in Player Character camera. The only thing that appears is the outline.

One more thing. How I change the crosshair position? Currently it is right in the middle and overlapped with player character making difficult interacting with objects.

regards

**Hey Pirate.
**

Thanks Pirate; ToxinGaming:)

[FONT=Arial Black]REGARDS

UGv8XPe.png

Please @Pirate

The inventory was deployed (merged) in my framework. Only works when I press the ā€œIā€ key, but the inventory does not appears when I press the TAB as shown in FPS tutorial above, appears only the mouse cursor.

I followed your tutorial more than five times. And still not are showing up the inventory or the floating text over object container, interactive or collectible object. I sent an email.

Thank you for your attention

If ā€œIā€ works, then you can just add a new Input Key node for TAB and connect it to the same function the ā€œIā€ calls in your Player Controller.

Hey @ToxinGaming

[FONT=Arial Black]Thank you for your interest in wanting to help

I’ve already tried this that you said. It was the first thing I did. It’s not so simple, because of the way the inventory was programmed to open and close UMG widgets. I’ve done a great thing sending various commands from the standard player character to player controler which manages almost all inventory and character movements-action in this inventory framework to stay as near as possible the way things were done in the demo map.

The ā€˜I’ key continues working very nice, but the Tab key shows only mouse cursor and blocks the player movements but any inventory is showed, even linked in the same custom events and functions linked in ā€˜I’ key

There are many blueprint interfaces, custon events and layered functions to perform such action, I’m not a programmer!

I can not say that the inventory does not work, because it works. BUT works flawless only using The Demo map! especially when addressing the question about floating interactive text over objects and FPS Tutorial shown above.

Something was removed from the code when he, Pirate in the Youtube Video teaches how to migrate the project. And I can not figure out!

[FONT=Arial Black]-

Post a picture of your TAB input key node in your blueprint. I can help more if I had that information.

Thanks again ToxinGaming

Ok, I will send as soon, I am arriving in my Studio.

But there is not much to see, because it is exactly as shown in the FPS Invetory tutorial.
I follow it for more than 5 times since the beginning.

Hello , As stated in the email I sent you earlier I have been without internet as I am still in the process of moving and finding a decent place to live. I have explained what you need to do to get the interact text migrated.

To move the cross hair simply go into the HUD class and change where it draws. This is setup just like the First Person Project Epic provides.

The TAB key is also hardcoded by Epic. You need to edit the .ini files to remove this engine binding in your project if you don’t want it focusing UMG.

I am sorry you are not happy with the support you received so far and I would be more than happy to ensure epic provides you with your full refund.

I would also like to mention that the issues you are running into in your own project are very basic things. There is a reason why the interact text was excluded from the tutorial. This was to save time and because as stated in the video you just need to simply add in the interact fuctions and add the nodes that were skipped in the function for the clients get useable actor loop. No one else has had issues of your magnitude and that is why I haven’t created a short tutorial for this.

Sent from my phone.