Action RPG Inventory System

I am not having any issues cooking the demo project in 4.10, 4.11, 4.12, 4.13 and 4.14. I just went though and tried on all the versions of unreal I have installed.
Sometimes silly things can fail the cook process when working in unreal. It can be very frustrating as a lot of times the cook log makes you think certain things are whats causing it.

I would recommend deleting your **Intermediate **and **Saved **folders as well as cleaning up Re-directors in your project. Then try cooking again.

Please send me a support email if you continue to have cook issues with your project and I’ll try my best to help you with your engine issue.

Do you remember what version of unreal you started the ARPGIS with for your project? and also what version of unreal is your project currently running?

I haven’t seen the issues you are running into with structs when I edit the InventoryItem nor have I heard of any other people having all their blueprints that have the structs cause errors when making changes to it. I have cooked builds just fine after making changes to the InventoryItem struct (But as well all know, not all engine bugs are 100% reproducible and usually the worst ones are a lower chance which unfortunately makes it harder to epic QA to even acknowledge the darn bugs). It has required me to save blueprints that use the struct but I never saw any errors or had to recompile any blueprint classes normally. I wonder if this is a result of upgrades through engine versions where structs have been drastically changed.

Epic really has stuffed up structs royally but I thought they had made some good improvements lately in 4.12/4.13 with them that should have resolved the old issues.
If we can gather some more information and get it posted on answer hub hopefully they can fix the bug you are experiencing.

We began with whatever version of Unreal (4.8?) was current when the ARPGIS was published. We always upgrade to the current version of the engine (after a couple of weeks) and are using 4.14. Our ARPGIS code is more or less up to date. The errors do not occur when we change versions. They only occur on the infrequent occasions when we add a variable to the Inventory Item structure. There is no indication that anything untowards has occurred while using the editor. The cook always fails, however when Jenkins builds the client. An editor cook shows the errors (not as errors but as messages with error in the text) and these are always blueprints (including portions of the ARPGIS) that have not been recompiled since the addition.

As I said, it is only necessary to recompile and save (even though none of them show any compile errors) each blueprint that uses the structure to remedy the problem. Unfortunately, at this stage, there are literally dozens of these as we have inventories or item references in all kinds of things: corpses, transport actors, and so forth.

At this stage, we just accept it as part of the process. If we could learn to resist the urge to add just one more variable, the annoyance would disappear entirely.:slight_smile:

Thats worked. Thanks :slight_smile:

Hi! Help please. How set position to cursor for ToolTip widget? Thanks!

Bug? I create parameter in itemtable. And


if add slots to inventory == 0 add 10 slot (start count inventory size).
if i parameter != 0

  • all correct work. If i equip bag, my inventory slots add, unequipped - slots minus.

And bug reported:
Slot not clear, after drop item, from inventory

How can i save different inventories? There are a lot of containers on the map and I want to save each one of them separately.

Move container on the scene, and copy him (ctrl+w). Move - ready

Is there an easy way to set Main/Off hand to use static meshes?

I’m talking about saving items in a container. But I have a lot of containers in it, and I don’t know how to save each of them separately. For example;

In Level;
Chest 1, Chest 2
How can these two containers be stored differently in the same save file?

Similarly, assume that there are two players in a multiplayer game. Both have different items. I want to collect each of these in** the same savegame file.**

LOL. Read documentation. Question not this theme.

If you do not help, you do not have to answer me. I’m trying to get ideas from here, I can save the character’s inventory. I ask how I can collect different players inventory in a single file.

It would be the same as updating any other UMG widget to your mouse position. I would recommend getting the cursor position and updating the widget in it’s onTick (which only runs when the widget is visible) to the current mouse position.

The HotBar isn’t supposed to clear the item shortcut when the item is used/removed from the inventory.
For example say you put an apple on the hotbar. When you eat all the apples the item is still linked in your hotbar. Then when you pick up more apples you can continue to eat them using the hotbar.
Most games simply ā€œgreyā€ out the icon when none exist in the inventory so you don’t have to keep rebinding your shortcuts.

The Hotbar is not an inventory. You are free to change this design to wipe the item shortcut if no more of that item exist in your inventory.

You can use the Find all actors of class node and loop through every Container_Actor (The base class used for all containers, loot actors etc) and save it’s inventory into an array. But you will also want to save information like it’s Class type(this will be the trickest to setup but you will need to know what type of actor to spawn when loading and creating all the actors in your world), InventorySize, SlotsPerRow, CanStoreItems and of course the actors world position.

Loading the items would really just be the reverse of the save. It’s really just going to be a loop through all the container actors at it’s core.

I am not always able to check the forums or my support email every few hours. I try my best to help and give advice in a timely matter and I appreciate your patience in the matter.

You can convert static meshes to skeletal meshes in the editor. The reason why the weapons use skeletal meshes is because the Equipment has to in order to be skinned (weighted for animation) to the skeleton.
Having weapons as Skeletal Meshes also allows you to provide custom animations for the weapons (guns need to animate when firing, reloading, etc) and allow you to edit the sockets to have them position better when attached to the hand sockets.

widget not change position… I create function, for change position, but any coordinates, not apply to window position. Please, give screen or write where need add logic. Thanks so much!

I am always happy to provide advice and sometimes I can provide examples if I have enough free time.
But what you are asking has nothing to do with the inventory system at all and there is plenty of information on editing UI’s in unreal using UMG.

Basic problems like this help you learn and get familiar with game development in unreal. The more you learn the easier it will be to understand and start making complex changes.

There are always plenty of results if you google ue4 + your topic. Answer hub always has lots of people asking a lot of the same things.

Down near the bottom of that post you will see how you can get the mouse position and set the widget to that location. You will need to take into account your screen resolution and UI scaling if you are offsetting it.

I know how to set the position of the widget on the screen! And I have a problem with that never occurred. However, your decision to use the coordinates of the tooltip widget, which is in the general inventory layers - I can not (

I apologize but I’m not sure I fully understand what the issue is. Yes the Widget is placed in a default position in the InventoryLayout Widget. But it shouldn’t be locked to that position if you are setting a new position.

Can you please send me a support email and I will do my best to help you resolve the trouble you are having.

I send on e-mail report. I wait answer from you . Thanks