Mode for check if player use weapon item? Example… if player use equipement item weapon, thx ^^
This method supports dynamic values just fine :), but the info is read from the clients inventory slot its self rather than a loop back from the inventory.
I would like to see a tutorial on how to make a store/vendor with this system.
Creating a vending machine would be pretty easy with this inventory system, you could make it use the in game currency/gold.
Bug report: To pickup all item of npc, camera rotation is block. Any notice?
Up new version to 4.13??
Nice ^^
Thx
This bug started in 4.12 and has not been fixed in 4.13. Please vote here to get them to fix it sooner.
What is happening is when you loot a container and it hides automatically when fully looted, the bug is preventing the end Hover logic from happening on the widget (where as from 4.8-4.11 this worked fine).
Same as if you had your cursor over the inventory and then you hit I to hide the inventory, the engine bug won’t call the end hover states anymore.
The temporary solution is to bypass the IsMouseOverUI check in the InventoryPlayerController.
This logic has nothing to do with the inventory system and simply made it so when the cursor was over the UI it would block the player from being able to rotate his camera.
Hopefully this is fixed in 4.14.
There is also an issue caused by 4.11 which is very noticeable when you drag the container window.
If you then try to loot another container it will just show the old container and you can’t interact with it.
Please vote for this issue here as it is the cause of the bug:
All the other widgets still seem to drag and drop fine, so again hopefully this is fixed in 4.14.
For now you can disable the drag and drop on the container widget easily by unhooking the Detect drag if Pressed in the Container widgets On Mouse Button Down function.
This bug does not effect the actual Inventory System’s drag and drop for items.
I will consider updating the widget drag and drop logic if Epic still hasn’t fixed this bug after 4.14 is released.
Please don’t forget to vote for the issues and hopefully they start fixing some of these UMG bugs soon.
Hey, I just bought this and have been trying to integrate this into a first person project. I have a few questions, but one of the main ones for me is, is there a way for items to be automatically added to the hotbar when they’re picked up? Thanks!
Need help for check if weapon is equiped or not.
Thx for up and fix ^^
Already voted.
At some point I am going to have to comb back through this thread to pull out all the little updates and apply them to our working copy.
these are the only two updates made since the last published update to the marketplace. All the other marketplace updates have links to the update post on the first topic at the bottom
Excellent! Thank you !
Also there are a few people reporting when importing new weapon models that they are seeing the models disappear from the players hands shortly after equipping in newer versions of the unreal engine.
I’m not sure what is causing this issue in your export steps from your 3d package, but one fix that won’t hurt the Inventory System and should resolve the issue is to do the following in the **EquipmentCharacter **class
In **EquipmentCharacter **go into the functions **OnRep_MainHandMesh **and **OnRep_OffHandMesh **and delete the nodes at the end of the logic called SetMasterPoseComponent and the two get references plugged into it.
I click to download this for 4.12 but nothing happens. But when I download for 4.11 it downloads fine. Is there a bug or is this how its supposed to be.
It looks like epic has fixed the issue with the launcher, it should be all good now
I’m having an issue in my game with this inventory. I followed all the tutorials and implemented in my game. Everything works well until a player dies and respawns. I’m sure it has something to do with how my game respawns but I’m not sure. Currently you spawn in and the inventory works great. When I die and respawn everything is still in my inventory and I can still pick new stuff up but if I try to equip anything the doesn’t show up on my character. It works in the UI but the meshs are not showing up on my character. It was originally stopping my line trace for items too but I figured out on my respawn I had to set the character reference in my player controller to the newly spawned in player character. When a player in my game dies and new player character is spawned and possessed by the controller. Am I missing something here? Any help is much appreciated!!
Edit: Looks like I got it working.
Ok great, I’m happy you got it sorted :D.
For others with the same issue it sounds like you were re-initializing the entire inventory again on respawn causing it to wipe all the items but not refreshing the Inventory Icons on the client
(You can call Refresh Inventory Slots from the InventoryManagerComponent to clear the clients UI if your design needs to work this way)
For those that are merging the Action RPG Inventory System with our Multiplayer TopDown Kit (or something that spawns a new character model) here is an example of setting up the inventory up on initialize and then simply updating the Character reference (as on respawn it leaves your body on the ground and you spawn as a new character actor) on respawn and then refreshing the equipped models on the character model.
You would probably want to make a function that does the logic for setting the new character reference and the for loop of updating the equipped slots for cleanliness.
but in the example I left it this way as it’s not a lot of logic and helps you see what is going on.
@Pirate pls help.
What do you mean ? why not just check if the weapon/MainHand inventory slot item is valid or not?