I delete component from InventoryLayout, but this not helps…
Hey OverRated-AU. This Tutorial is completly optional if you think that is a waste than ignore my Tutorial. I just did it because I thought that some people want to run code in the Armor and I showed how.
Bye and Merry Christmas.
I’m just saying its not the best approach, If people want to run code for there armor it should be done within the equipment inventory component, the only reason why weapons are spawned as actors is to handle complex logic or visual effects its also a good way to reduce clutter, but for armor i would recommend doing your custom logic inside the equipment inventory component.
ok. thanks for the reply
I did a bug fix on my adition that I made for the ActionRPGInventorySystem it had a little replication problem.
All I can recommend is to delete your build saved and intermediate folders , update redirectors and then Rebuild the project. The ARPGIS does not change how unreal works so issues you are seeing after building are caused by Engine bugs.
Thank you for posting, having actor equipment like the weapons with custom logic may be what some games design needs. I am always thrilled when people post new tutorials or info based on what chqnges they have made.
Thank you
don’t work…
It’s a bug no Engine. You need create guide, for user “CUSTOMIZATION”. Rework container logic in ARPGIS.
Thanks for answer. Yes, I plan to create both of them. But I think I will change the crafting system a bit more, and I want to give the control a little more to the player. I think I’ll create an interface where the items are chosen by the player.
Its not his job to create a guide for you to fix something you broke LMAO.
Sounds good what i did was use the item list to piggy back off, so create your crafting list with the costs and craft times but pull the rest of the info off your item list.
I don’t broke! I add in controller my function and all! How new function not use SERVER Event’s can broken visible UI?!
In Editor worked normal! But after compile, it **** interface dont work! But my function, and my interface - WORKED.
And it his work! Support! I don’t can update to 1.7, because add more new in logic, and fix more bugs.
P.S.: In 1.7 version, i find 4 bug’s. One bug fix UP post in video.
100% support network - description ARPGIS… Yeah… Aha…
I am sorry you are having issues with your UI. But I did not create the Unreal Engine. You are experiencing bugs because you are creating circular dependecies in your logic.
You need to understand what is happening before you start pointing fingers. I try and be extremely helpful and informative but there is only so much I can do to help with changes people have made to the logic.
I understand your frustration and wanting to blame me. but perhaps the ARPGIS is not right for you. Insulting me and my work is not going to make me want to go out of my way to continue to provide hours of free support for issues you are experiencing with changes to your own project.
If you would like to ask Epic for a refund I would be happy to tell them to approve it. The last thing I want is 1 unhappy customer.
The inventory system works great, however…
… when move between maps (keeping the clients connected using ServerTravel and Seamless) the client is no longer showing the correct equipment when it get changed
and even though severtravel and seamless keeps the playercontrollers… it doesn’t store everything so I figure I have to re-init some stuff… but not sure what to do to keep all the equipment and inventory working correctly on both the client/server…
so though I would ask for any suggestions before I do a bunch of trial and error stuff? thanks
Are you sure its not just UMG that losing the data? try checking server side to see if your items are still there.
Just as a general comment on the nature of the universe: Trial and Error is an essential element of learning new things.
Yes the items seem to be there… but just not replicating to the server and other clients on the player character mesh. (server cannot see the sword in the clients hand but client can see the sword in their hand)
I guess during a “servertravel” it only stores the playercontrollers - so not sure if I need to somehow store the equipment/character/inventorymanager/inventoryequipmentmanager components, etc. before the servertravel occurs - so everything is correct after the travel.
I tried storing the InventoryPlayerCharacter into my gameinstance - but for some reason it wont let me store that type of variable (not even sure if that is what I need to store - but thought I would give it a try)
Its probably something small I am missing… but thought I would ask here incase someone has some ideas to save some time figuring this out.
Thanks
You could just save all your inventory items in an array before changing levels, then just load them after in the same order, in some way you need to make the server do its OnReps again and also update the inventory for that client.
That’s what I am doing with my save and load system and works find in the same map - so I thought I would save before the servertravel and then load after the servertravel… but something is different after the travel… something is no longer initialized or something.
I thought about disconnecting and rejoin session clients each time the player travels since “join session” works fine for the inventory system - but that seems very hacky
I admit I don’t know that much about the inventory system… everything seems to work great (including loading and saving inventory) until I started doing traveling from map to map… so something is getting broken during the travel process
it looks like the following are important to keep things replicating properly
InventoryPlayerController
InventoryPlayerCharacter
InventoryManagmentComponent
PlayerInventoryComponent
EquipmentInventoryComponent
InventoryComponent
Please let me know if theres something else I need to make sure is being initialize after the travel or stored before the travel, etc.
Thanks