I’ve contacted you couple days ago , Will post this on forums, I have small error I need help with and pictures to show error .
I am following your tutorial video which is pretty hard since the recent updates few names have been changed and etc.
I’ve contacted you couple days ago , Will post this on forums, I have small error I need help with and pictures to show error .
I am following your tutorial video which is pretty hard since the recent updates few names have been changed and etc.
Hello Zeal, you sent an email to our support today (About 13 hours from the posting of this reply) expressing your problem merging with generic shooter. I do no see any emails from a couple days ago.
It looks like the InventoryUI Reference isn’t being set that’s what the accessed none error means. The variable has a null reference.
This is set during the InitializePlayer function in the InventoryPlayerController when setting up the client part of the UI. You must pass in a reference from your UI to the IMC so it knows how to interact with the different widgets.
I apologize , I’m told we contacted you through skype first then sent email. Today I personally contacted you on the forum. How would I pass the reference ? I apologize for not knowing myself .
Stack Splitting: One thing I’d like to see is a slider or text box dialog that allows you to input the size of the stack you are splitting.
Does anyone else know what I need to do, or can help me. I just noticed he only answers every 3-4 days. Has not replied to my email or skype messages .
I have a couple of glitches that I am sure are the result of not applying an update somwhere.
The first, longstanding one: items do not always highlight to be used. Sometimes I have to run off, highlight another item, and come back.
The second, occurring lately: closing a container sometimes disables the mouse and I have to esc to a menu (not a ARPGIS menu) to get it back
I’ve done a few searches on the thread, but apparently did not come up with the proper search terms. Could anyone point me in the right direction?
I can’t teach you how to program or fix your own project for you. I can only offer advice on where you went wrong. I suggest following some of epics tutorials on basic blueprinting as this issue you are experiencing is very basic.
I replied with exactly what was causing the error in your migration and where to look in your project to fix it.
I didn’t feel the need to also reply to an email that provided less information than the forum post that I already provided a solution for. Which it looks like you didn’t even read.
Please reread my original reply it explains exactly why when you hit the keys to open/close inventory widgets it’s not working. You are not passing in a reference to the UMG Widget it is looking for.
In the ARPGIS Demo the InventoryLayout UMG widget is exposed as a variable in the HUDLayout called Inventory. This is the reference being passed to the InventoryManagerComponent.
The IMC needs to know where the widget is to run some of the commands on the other widgets held within it (Equipment, Inventory, etc).
If you have migrated into your project and are not loading the InventoryLayout widget you will need to resolve that so that you have an valid reference you can pass in.
This is caused by something you have done in your project.
This is a bug with Unreal starting in 4.11 and I hope is fixed in 4.14. When the UMG Widget is hidden (after looting everything) it is no longer resetting the IsHovered UI states which is causing issues with the IsMouseOverUI Logic.
This is an Engine UMG Bug and not a bug with ARPGIS but I have provided a work around for now until Epic fixes it by basically disabling the IsMouseOverUI logic in the InventoryPlayerController.
&p=589383&viewfull=1#post589383
Thanks. I’ll look into what the line trace is doing.
Thanks. I remember that post now, but as usual neglected to attend to it immediately. Fixed now.
For anyone else that might encounter the issue I described above:
Unfortunately, I have learned that the line trace hits all sorts of invisible objects by design. In my case, NavMeshModifierVolumes, trigger volumes, collision spheres added to NPCs, and a host of other things that I am using in their default state.
For any usable items dropped inside these areas, the trace hits the volumes first and does not reach the Usable Item. Also, if I happen to have the camera panned out and swung around so that it clips any of these invisible objects, the trace is also blocked from the usable object.
The LineTraceForObjects Actors to Ignore array accepts only actors, rather than classes, so I will either have to make a reference to every volume or drop back twenty and punt.
Thank you so much for your help today. Also with everything you provided me. Sorry for the trouble of being new to unreal and buying your product without learning fully indepth.
No just add a LineTraceByChannel after the Object trace, 1st create a new Collision Channel “UsableActor” and set it to true in the Useable Actor BP in both meshes collision fields, if you only do the Channel trace it will work though any think which is why you still need to do the 1st trace check.
But really the LineTraceForObjects should only be hitting the object types selected.
As configured out of the box, ARPGIS has WorldStatic, WorldDynamic, And Pawn for the Object types. The WorldStatic enum covers containers placed in the world and the WorldStatic covers dropped (spawned) items. I didn’t investigate further to find out what the Pawn type covers. I haven’t worked on the line trace previously, so I don’t think that I have altered it, but I may have.
These categories include basically everything that I have on the map.
Right now I am getting all actors of class of the several invisible objects that currently cause me problems and building the ignore array at begin play. I have several custom object types already and can make another for usable actors, but I have a feeling that I might need multiple custom obj types to cover all the bases.
I’ll work on it. If I only need one, then that would indeed be the most elegant solution. Thanks for the suggestion!
I’ve not read through the whole thread so I apologise if it has been already asked. I am implementing a crafting system with this inventory system. How do you get the amount of items in a stack? No matter what I do it just returns 1… I can do it of the items aren’t stacked but I don’t want that if a user has 50+ pieces of wood lol
Custom trace channels are not the same as custom object types, the trace will only hit objects with the custom trace channel ticked, but after thinking about your problem more and the way the inventory trace works its actually setup wrong, It really should only be a channel trace using Visibility so volumes and collision boxes are ignored.
Please update your trace node like mine below.
Loop the Inventory to check for the items you need, on each loop pull off the found inventory item and break the structure and get the amount, then add the amounts together using a int, adding a crafting system is fairly easy with this inventory system.
You can add this in your self like following.
In regards to the item count. I have a for loop and tested two different types.
First, for each loop through to find “wood” each one I break the result and add the amount to “item count” it returns 1.
Second a for each with break. This finds the item in the inventory, I break the item to get the amount of said item and again it returns 1. Each time the stack could have 5+ wood
Are you doing the loop on the server? please post a image it will be easier for me to help you.
I’m working nights I will try to get you one later. I actually think I might be doing the check on the client xD I will have a look though, thanks
I’ve don’t the checks on the server and got it working, thanks
https://answers.unrealengine.com/questions/500851/umg-widget-texture-bug.html
Can you take a look at this question I have asked… I am replicating the inventory blueprints to do a crafting blueprint (I previously hard coded each crafting slot, but decided if I used a data list “Craft List” for re-usability in future projects, and makes it easier if I want to add/remove items on the crafting list. I just can’t get the icons to refresh in the crafting window, but when I check in the array, the items have been updated to their data list counterpart…