Hey,
where can I find the Patchnotes?
I have copied my project to 4.14, 2 Days ago and a few hours ago, it got a new Update, is it maybe because of this last error?
I can´t find where the problem is located (all other I have found)
Hey,
where can I find the Patchnotes?
I have copied my project to 4.14, 2 Days ago and a few hours ago, it got a new Update, is it maybe because of this last error?
I can´t find where the problem is located (all other I have found)
&p=623996&viewfull=1#post623996
Just update the node as it was changed in 4.14 and it can be found in the HUD blueprint from memory.
I did that, but the problem is still there…
strangely enough this it on my ‘to do’ list for our game. I haven’t yet started the design of the database but tbh the inventory stuff is already kind of mapped out for me so shouldn’t be hard at all to implement this side of it… It’s all the other ‘stuff’ that we have to think about to be able to make the game persistent.
We have pretty much built our game around the inventory system.
I have to say that Pirates Social System is probably the best on the marketplace…yes we could probably of done it ourselves but why re-invent the wheel when there’s a perfectly good one already there!
We are currently looking at having a voice chat solution…even thinking about it makes my head hurt lol…session nodes etc…
Is there a hack to enable physics for loot items, and still have them clickable?
If you move the USE raycast from server to the client and pass to the server the item the player is trying to use. This will sort any issues where physics drops an item differently for the player and the server.
How difficult would it be to take the inventory item and character sheet out of the game and into its own menu screen.? I am hiring a developer to do this but wondered how long roughly and what would be involved? the idea would be to have a saved loadout reading from an external db however I think we agreed to get it reading from a data table first
INSANE work, Vanguard Interactive <3
Bought it in the current sale (what a timing!) and am satisfied to bits 5*
Currently wrapping my mind around the entire logic, which will take time… could you in the meantime guide me to where/how to implement a “get currently equipped item stats”, so I can break that info into the tooltip UMG ?
Edit: to clarify, I’m trying to compare, let’s say, an item in the inventory to the already equipped item in the respective slot.
So far, I’m only able to reproduce the tooltip for the item that’s hovered over.
Many thanks in advance, and thank you for this piece,
Abaris
I would say the majority of the time would be spent designing the new UI window. Hooking up the Inventory slots to this new UI window instead of using the Equipment or Inventory windows is very basic blueprinting. There are only a few functions that are cleanly labeled and easy to understand for all skill levels in the InventoryManagementComponent that would need to be updated to reference your new UI Window when it generates the UI Slots instead of the Inventory Window.
You will want to look at the ToolTip events on the InventoryManagerComponent Event graph. You will need to create new logic for comparing two items, but if you study how it reads and creates the current tooltip and sends it to the client you will see it’s very simple. This should get you started in the right direction for adding your own event where you can have it compare an item based on the equipment slot of that item’s equipment type.
Thank you kindly for your prompt answer!
I’ll have a look into the components
Another question, if you don’t mind: I created another, custom, loottable and overrode (? :D) the function for getting the item list in the respective Blueprint “Loot_Skeleton_Custom”. It gives me an error about an endless while loop in its parent BP “Loot_Actor”…
Shouldn’t overriding the functions get rid of interfering with the parent class? O.o Kinda lost here…
Thanks in advance
Managed to get comparing-tooltip working
(Fiddling with visibility->collapsed when stats not existent, but all in all, very satisfied…!)
https://picload.org/image/radlrpic/clipboarder.2016.12.03.png
Thank you very much
If you getting a endless loop make sure the loot list your using has more items that the loot actor is set to or the random loot loop counter wont know when to stop, I change the way the random loot loop works so it never runs into this problem.
Nice work with the comparing stats, i did something similar but i use a single tooltip for mine.
Just a note mines all done on the client so its has no impact on the server at all.
Yes unfortunatly the loot random function is pretty basic, so if the numbers for max loot are more than the unique entries in that loot list, it will get stuck in a endless loop as it’s trying not to add multiples of the same item and instead add only unique items(Since an amount is generated per item).
You may want to improve the code on your own as you may want your loot lists to behave differently than the example.
I thought I’d just mention that Epic has yet to fix the way Unreal handles structures.
I once again added a variable to the Inventory Item structure and then had to recompile dozens of blueprints to clear the Unknown Structure errors from the cook.
<shakes fist impotently at sky embossed with Epic logo>
Thoses are only warning and shouldn’t affect your product.
No, these are actually errors that cause cook failure in the editor and in Jenkins. I (and many others by the number of posts I have read concerning it) have encountered it on a consistent basis.
This problem is a product of how Unreal handles structures and apparently will never be addressed by Epic.
Additions to an existing structure (in this case the Inventory Item structure) do not propagate through blueprints. This may be by design but it is certainly annoying as the error does not show up in PIE, only when you attempt to cook the project.
Getting this warning when trying to build a project:
LogCook:Warning: Found unparsable ini setting Windows.EditorPerProjectUserSettings:DetailCategories:Muppet_C.Character Movement: Walking:0 for platform WindowsNoEditor, invalidating cook.
Bug Fix There is a bug when you drop an equipped item where the player’s stats aren’t refreshing.
To fix this bug simply edit the logic in the Drop Item() function located in the InventoryManagerComponent and add the following highlighted logic after the Client Clear Tool Tip node.
This fix will be included in the next update I submit to Epic.