Action RPG Inventory System

Hello,

Are you setting the inventory slots in details in UMG? also that approach isn’t necessary are you trying to use the inventory slots to build a craft list or some think ?

I am trying to use the same methods that the inventory systems uses to populate an inventory system and then update Item info, which in turn updates the inventory slot. So I made craft slot, craft slot info etc. I am updating the craft item info in the inventory manager component (like it does to update the inventory). But instead of waiting for items to be added to the inventory when they are picked up. I am using the Craft list data list to populate the crafting window on initialisation as it won’t change (but it allows me to added/remove items from the data list easier instead of each slot being hard coded)

I have an idea to try and make it work which I will try later.

Why not use the inventory system logic and slots you would only need to add a few boolean checks for the slots a simple Iscrafting slot boolean would do. but why not just create a list rather than using the inventory slots?

I got it sorted, I was way over complicating it! Now I can update the craft data list and it will automatically update the crafting window with the icons and put them into their correct group in the crafting window :slight_smile:
Also, When it is pressed, it gets the item data from the list, checks the required materials, removes then and adds the crafted item :slight_smile: makes life much easier now I have it all automated haha

Well if your happy with that type of list thats great.

Hiyo!
First off: Thanks for this System! I really like it - well documented and structured so that even I can handle it (somewhat) :slight_smile:

Though it seems like I’ve met with a problem now… I deleted some of your DEMO-meshes and ItemBP’s, and now I’m getting a lot of errors…
Everything works fine… Just a bit annoying/omnious that I’m getting these - any ideas what I can do to fix it?

Hello,

If you read the errors you see they have nothing to do with items so don’t worry that’s not what did it. Perhaps you changed your gamemode to use a different HUD class or Unreal just decided to unhook some wires to keep you on your toes.

The real error is because in the InventoryPlayerController it looks like in your PlayerInitialize function the HUDReference isn’t being set. This reference is used by the system to know where to get references to different widgets in the UI. In this case it’s trying to access and read from the HUDReference to show and hide the InteractText widget when you have highlighted an item.

You can see where it sets the HUDReference in the InventoryPlayerController show in this screenshot.
hudref1.jpg

And here you can see where one of the errors are, as it is trying to read the HUDReference to find the InteractText Widget but since HUDReference is null it’s giving the error.
hudref2.jpg

By reading those errors you should be able to figure out why your project isn’t setting the HUDReference and resolve them quickly.
If you are still having issues after checking that out, please send us a support email to support@vanguardinteractive.com

I have a question about Left click events with the Inventory/equipment UI. I cannot seem to get Left double click or even single click to register on the Inventory Slot other than drag. Any direction would be appreciated, I want to change the Equip/Use to left double click and right click to open small menu. Right double click works and right click, but not the left. It works if I create a new different widget but not on any of the equipment or Inventory widgets.

Thanks

You can find these events in the inventory slot widget.

That’s where I have it. But only the right mouse doubleclick event fires. the left mouse doubleclick event never fires.

The left mouse chick is getting overwritten by the drag and drop logic you will have to change it so its not.

Could somebody help me with setting up new item quality color. I added new enumerator to list, i set up qualitycolors structure and appointed new color but when i change it in the item list it doesn’t work. It’s switched on the list but in game theres no border color around item icon and name of the item dissapeared. Is there a break qualitycolor function somewhere in there that i have to manually connect with new enumerator? I tried to look for something with tooltip info, but after 2 hours i have to surrender. All ideas appreciated.

Make sure you hook your new color up in the inventory slot widget and tooltip.

Sorted, thx OverRated_AU.

A few questions, if some folks could help answer them.

  1. Is there a way to add items to player’s inventories through an event separate from containers?
  2. How would one go about using this inventory system to set up a vendor NPC? I’ve seen a few comments it would be easy, I’m not sure where I would begin.
  3. What logic would need to be applied to filter or create separate windows for items based on category? Say when you open the player inventory, you can choose from consumables, key items, etc?

I know some of these questions might be more involved, but I’m really interested in learning more.

I don’t know if it’s a problem or not but every time I get a crash report it filled with this errors

As you can see I add a lot more equipment slots but I have no idea why this error appear.
All slots work fine by the way.

Hi, Yes you can add items to the inventory using TryToAddItemToInventory function from the inventory manager.

Merchants and vending machines just involve setting up a UMG UI window and logic which should extend off OnUsed interface on ether the NPC or world actor.

Creating a filter is simple do it within the inventory widget and simply loop your inventory items and match your filter name with the item type of each item collapsing and showing the items matching.

@blackdude from those errors it seems your inventory and Inventory slot arrays do not match meaning some of your inventory slots won’t work correctly.


I’m definitely not doing this right. =/ How do I make this work?

Are you running your logic as the server?

Those are just warnings that happen on initialization of the Inventory array. In 4.12 (maybe 4.11) they added a bunch of new warnings and I believe that’s when they started showing up. It’s nothing to worry about it’s just a warning when you are dynamically adding to an array. I suspect it will be removed as a warning again in future engine updates.