Yes as Tylrin says.
Also I have just had epic update the 4.15 files so starting now, new projects made in 4.15 and newer versions will have the windows drag-able by default again (now that the engine bug is fixed).
Yes as Tylrin says.
Also I have just had epic update the 4.15 files so starting now, new projects made in 4.15 and newer versions will have the windows drag-able by default again (now that the engine bug is fixed).
A topic on this subject can be found here, see my reply there too [Tutorial] Live 3D Content in your HUD or UI - Programming & Scripting - Epic Developer Community Forums
Just added the inventory back in from the new version and it works perfectly. Thanks
This bug may break InventoryLayout (removes Inventory content from main HUD widget) 4.15 preview1 BUG Enum broken - Blueprint - Unreal Engine Forums
Temp fix, upon project restart, remove and readd InventoryLayout (rename to Inventory), or use Preview 3 build from GitHub (speculative fix)
Still investigating
Added bug report
I have seen this error displayed for enums in 4.15 in a few different projects. Itās obvious the error being displayed itself is an error in these cases as everything continued to work fine.
I found going into every place that uses the enum showing up in the buggy error message and clicking in the logic on the nodes that are accessing the enums and the enum variables (if there are any) and recompiling the blueprints managed to make the error go away when loading the project.
But that is a pain in your project it caused an issue with the widget. I was seeing it in the ARPGIS for the visibility enum for the widgets and have recently updated the 4.15 version of ARPGIS with the method above to get rid of the error (which happened after upgrqding to 4.15). Again everything was working fine but it was annoying aeeing this enum error pop up on load.
Hopefully they fix this 4.15 bug in an incremental release.
Thanks for posting your info on it. Hopefully with your info and mine anyone seeing weird enum errors in 4.15 will have a better understanding of the new 4.15 bug
Please re-save this asset to avoid issues with localization and determinstic cooking.
This isnāt a bug they changed the back end of Enumās in 4.15 all the warning is telling you to do is to re-save all your Enumās in the editor once you have done that the warning will clear it self.
Anyone getting these warnings, after upgrade to 4.15?
Still testing but saving enums seems to indeed fix this problem.
:D, thanks for sharing the link
Why am I experiencing such an error every time I open the project? I didnāt see a problem in the game.
FIXED: I moved the files and changed their names, the problem was solved.
Is there a variable of the inventory items? Like a TArray that is replicated and I can serialize the inventory data to save/load in a multiplayer environment? Also, where do I go to load the player data (I want to load from JSON).
Hey,
I would really like to know if there is any really good documentation available for this which would help with porting this for gamepad use?
There are some tutorials for setting up UMG to respond for controllers on youtube. When I get home I will try to find it and update the post. Most of the changes you would make would be in the UMG editor itself I believe. Core changes to the Inventory itself would not be needed for controller support.
The logic on the UI for clicking (using)the items is found on the slot widgets event graph and is very basic.
The inventory components have functions to get all the items or load in intems easily. You just need to make sure the server is doing it.
For an example on loading items if you look in the InventoryPlayerController in the InitializePlayer function you will see where it calles a function to load the starting items. You would want to change that function to instead read thr data from a json object instead of the example datatable. But looking at that function will show you how to load items and equipment on start up.
Has anyone managed to add tabs or some other way to organize items with this inventory. Iām going to have to do it soon. If anyone has done it do you have any tips or things to keep in mind that might save me some time?
If your talking about item filters? then yes.
Actually what fixed the breaking of the widget for me, was to move the hotbar widget into another one, instead to be part of the InventoryLayout. Somehow that randomly caused the InventoryLayout to break with a REINST error.
Would you be so nice and list all affected files you changed, thanks.
You are right I should have done this but it didnāt seem worthy of update notes as it was just a simple change.
For the 4.15 version download all I did was change the Equipment/Inventory/**Container **Window widgets boolean **IsWindowLocked **from **TRUE **to **FALSE **so that the windows are drag-able by default again now that Epic fixed the bug in 4.15.
Hi, i just want to ask a quickly question. How did you extracted the equipment of the character? I can see its from the Infinity Blade: Warriors, but in the pack the assets you included in the inventory system are applied in the material, they havent got assets. I think you understood me, sorry for bad english