Action RPG Inventory System

The update has been submitted to Epic. It can take them a day or 5 to update. Usually they are pretty fast lately. So I suspect mid week.

I will finish adding screenshots to the patch notes and finalise them tonight.

Cool. Thanks! :slight_smile:

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When you change inventory size to custom (28 on image) and inventory slots per row to a custom number (15 on image) and start add/remoe additioanal slots in to inventory, these slots will use custom (6 slots per row) layout. Where to look @ to fix it?

If you look inside the InventoryManagerComponent->IncreaseInventorySlots() function you will see there is a local variable called **LocalMaxRowSize **set to 6.
It should really just be reading the **InventorySlotsPerRow **class variable in the two places this local variable is used and you can delete that **LocalMaxRowSize **variable after updating the logic.

I have added that bug to the update and patch notes. Thank you :slight_smile:

Hi - How would I use a skeletal mesh in my Usable Object? I tried just adding it but I can’t click on it like I can the Static Mesh?

Thanks

Make sure to check the Skeletal Mesh components Collision Preset. Most notably the Trace Channel.
With the 1.7 update you want **Visibility **to Block.
If you are using the **MPTopDownKit **you’ll want the channel **Clickable **to Block.

Thanks for the reply - but I tried setting all the settings to the same that the Static Mesh was and it doesn’t work for me - let me explain a little better what I tried… I took a Usable Actor, set the staticmesh to nothing - dropped in a Skeletal mesh - so far it looks like I want it to - but I do not get the little “press E to use” thing and cannot press E when I’m pointing at it - so I missed something for sure :slight_smile:

Thanks for the help!

It shouldn’t matter if there is no static mesh set and you added a new skeletal mesh component. As long as the Skeletal mesh blocks visibility it will work.
It really just sounds like unreal isn’t hitting the collision of your Skeletal mesh. Have you setup the physics asset for your skeletal mesh, or double checked it has collision bounds?

Ahhh! That was it! I didn’t have the physics asset set right for the skeletal mesh - I had created one, but after the import so it didn’t set it automagically for it - all I had to do was set it from the drop down and all is good! Thanks for the right direction!

nice work ! congrats !

There are however some issues with the current collision setup. When the object is in front of the player it works most of the times, but when the object is on the floor, it only works sporadically (Using merged project, with clickable collision channel).

See video, using radius 20, tried 100 too. Any idea what could be done to improve the tracing? Basically it should work always, just a click would be enough for my needs. Physic asset is setup okay. Clickable is enabled upon death.

[video]https://youtu.be/RLUd2L8G3vQ[/video]

Have you tried - in the “GetUsableActor” in the “InventoryPlayerController” set the “Trace Complex” of the “LineTraceForObjects” to true - and that made the accuracy a lot better for me

Thanks Geek, for some reason i had set MultiTrace :slight_smile: Works now as intended.

Perfect :smiley:

So it looks like Epic never got around to publishing the update. No email response from them either all week.
I hope it will happen before they all take the holidays off…

Hi!
How does (what triggers) the inventory system to visually attach (Attach Actor to Actor component?) a Breastplate onto a skeletal mesh?
I been trying to figure out how action RPG Inventor System works in this regard, but I found no sockets parented the spine bone, nor any sort of indication of blueprints actually issuing a mesh attaching and/or hide unhide mechanic, nor did I see any meshes baked into the Character Mesh.

I did however see a “set with notify” node under EquipmentInventoryComponent, which leads me to believe it uses the animation notify system?
I am so confused.

All I wanna do is equip things onto my own character. it has a different skeletal mesh.
I get I need to set main hand, offhand, ring etc, but what about legs and chest?

The main cause of this behavior is the trace is only interacting with the capsules collision which is still in its original transform, playing a animation does not change the transform of the capsule, a way to fix this is to setup a collision volume that covers the pawn in its death anim, and triggers it when the pawn is dies or simply replace the pawn with a loot actor after the animation has played.

Take a look at the Equipment Character in the InventorySystem\Blueprints Folder - you’ll see the equipment slots there - they are skeletal meshes so they are not socketed :slight_smile:

in logic container window bug.
I change move logic and window not see on screen, but action is completed!
why events dont work in any BP_actor?!

in the BP_Actor you need to set owner or else the “Run On Server” settings in a custom event won’t work.
Last time I checked though Set Owner in BP was broken.

This is not an issue with ARPGIS, it’s an engine issue. Please check answer hub for more information on setting the owner for an ACTOR to use Custom Events. Or you will need to change your design to work around this engine bug.