Thank you for your help. I did what you said and I used the nuclear option on it. It worked!
Deleting the Saved/Intermediate folder is not really nuclear and is a good way to solve editor issues after the editor crashes.
You will only need to regenerate VS files if yours is a code project.
It is also what I always do before trying to cook. Because for some reason the cooking process gets tripped up on old cache and it resolves random cook fails that occur for no real reason.
Epic really needs to clean up these bugs lol
I am sorry your Russian email was classified as spam by my email service. I have found the email now and will take a look and get back to you by email.
Yes but item what i drop not showing at all i wish to be shown and then if not picked it self destroy
And the item is set to isDroppable and has a world mesh assigned?
Please send me a support email and I can help you 1 on 1 with the issue to help you resolve it quickly.
I’ve got storing of items pretty much working, but a stash i setup, items are not properly loaded. I have to click somewhere in the screen or reopen the stash to make the items visible. The stash is loaded on open container. What exactly is called when i click with the mouse somewhere in the screen, or ideas how to properly load the stash items?
And since the AddItem functions are set to private, is it “okay” to use the struct item upon loading items, and setting the amount that way, elsewhere?
Is item in “ItemList” set = Droppable?
@Pirate since you release Inventory addons from time to time, are there any plans for a vendor addon? What can we expect next?
Is this for loading off a database ? if your adding items to a stash when its not being viewed, you will also need to push those change to the client when the stash is opened, the IMC functions are only set to private so people dont call them out of class, if you plan on extending the framework of the inventory you mite need to change a few of these functions to public or protected.
Yes, with Gamesparkz.
But why do those changes appear when i click somewhere else besides the Stash window?
Is your game a mobile game? have you tired adding a small delay to give the stash time to load and does it get loaded on game start?
without seeing your logic in your project, I have no idea why it’s not updating until you click.
When you open the container in the ARPGIS InventoryManagerComponent it tells the Client to open the window and populate it with the icons for the items on the servers container inventory automatically.
There is something in your logic delaying or preventing an update from happening but I can’t see what would be causing it. unless it’s waiting on gamespark and gamespark is waiting on a click to populate the container.
Please send me some screenshots of your logic to the support email.
Thanks for your response, but i was able to resolve this issue with loading the stash once, prior to first interaction.
Currently try to figure out the best way to handle currency transactions, i posted a question in the General forum, ideas are welcome,
Version 1.8 - Submitted - Jan 19th 2017
------- Update Notes -------
Added a new function to make it easier for people to now check for and/or remove a specified amount of an item from an inventory.
InventoryManagerComponent]
- Added new public function called CheckInventoryForItemAmount().
- Added new public function called TryToRemoveItemFromInventory().
The reason these are public and not server events like most of the ways you interact with the IMC is because they return a value.
Just remember you must be calling these as the server (Same as the TryToAddItemToInventory) for them to work.
Not entirely sure yet but this crash might be related https://answers.unrealengine.com/questions/544274/crash-exception-access-violation-reading-address-0.html#answer-550000
The arpgis just uses the normal unreal skeleton not anything specific.
If you are experiencing a crash it’s engine related not asset related.
I tried putting the mesh to collide (Clickable -Block) so instead of the Target Capsule to be kinda more real. However when I play in the editor it works just fine (target focus shows up, etc). On live game (with dedi server) it seems that it does not collide at all. I tried adding back the Target Capsule and works fine. Cant mesh (non-static, since the items are static and do collide) have collisions or something with the tracechannel in ue4? Character meshes specifically mmh
If I want to add another storage/container type, e.g. a Shop. How would I do that? Inherit from Inventory Component, like equipment inventory does, or do I need to do something else?
Override the OnUsed and create new functions (copypaste with new name) and a new hud that will be the one to load, supposing it will be a vendor for example. On my vendor I think I only used inventory component added to the Actor AI/Npc