Action RPG Inventory System

I created new model assets from loading the Infinity Blade models in a 3D package and saving them out in pieces.

Would be nice to have a new video of integrating it to our project since i saw a lot of the component are corrupt since change of the version of editor

Hey so how do I add new items? My friend has been skin binding the mesh then parenting the mesh to the bone we want it to be attached to. However, it just shows up at the root of the player (between his feet) how do I fix this? We have been working on this for a week now.

I took a look at the fbx you sent me and the issue is that with with weapons you need to make them a skeletal mesh by creating a simple skeleton for them. This way unreal uses the root bone of the weapons mesh to align with the socket in the players hand.

When you are making items that you wear you need to skin them to the skeleton.

Here is an old post in this thread with information on how to setup weapons (Melee and Guns) based on how Epic setup their skeletal mesh weapons. At two minutes into the video it goes over how to setup a simple skeleton for your weapon and export properly for unreal.

I hope that helps.

Thanks for your answer. Do you have a tutorial or something to learn how to do that? It would awesome for my RPG project. Bye!

Hello All,

Just wanted to let you know the price for the ARPGIS has been lowered by $5 permanently.

So if you have been on the fence about buying it because of the price and missed the last sale I hope this helps you make up your mind :smiley:

Hi! I am using this for my project at it is awesome! Thank you! :slight_smile:

I have an issue I just can’t fix. I’ve replaced the mannequin model with my own one from Mixamo. Everything works fine with the RPG system’s skeleton except the hood model has an offset down or something. So it is inside the character’s head. The carton box looks just fine on his head.

Could someone please help me with that? Thank you!

I have a problem, I added 3 attributes in the file “InventoryItem”, I managed to put the attributes to work in the equipment normally, but now the information has stopped appearing when I am playing and I hover over the items, Modify to reappear?

Follow the image as an example, the mouse is on top of the boot, but the information does not appear.7c481f580da2fae16477bcc16e24f4e44d863255.jpeg

Are you seeing any errors or warnings triggered when hovering? And what version of ubreal are you using? It’s possible somehow a spaghetti noodle got unhooked somewhere in the logic. But simply editing the structs shouldn’t break anything. What version of the Inventory System are you using?

I just wanted to share my little project using your awesome inventory system.

So far Im having no problem customizing the way I need it, except I noticed when I changed the quality colors that certain items aren’t changing but others did… Is there a second place the colors need to be changed?

Any feedback, thoughts, constructive criticism welcome!

Hey,
So currently I am having a client-side issue with the inventory system being initialized. At the moment, everything works server side for the host, but the clients are unable to interact with the environment, but the objects do get highlighted when viewed. I receive the errors in the screenshot attached, which leads me to believe that the inventory is not being initialized properly on the client. I followed the youtube tutorial on migrating the project and believe I did everything you mentioned, however I still receive the errors. Any thoughts or suggestions would be greatly appreciated!

I can’t click to use the item dropped in the hotbar, am I missing something or is it exepected? If so, does anyone knows how to add this? I tryied to add the code from the inventory_slot to the hotbar_slot but it doesn’t work. Looks like the “InventorySlot” integer variable is my problem. Any help is welcome :slight_smile:

I got this working with my mounts, and have parented my char to equipment character, and all armor is updating visually but disapears when I get on my mount. I have the rider mesh set to the same mesh as my character, but was wondering if I’ll need to parent the main mesh to the equipment character or add logic to update the view while mounted?

Hey bro, I just bought the system but I’m strugglinh with smething quite simple, i think, I can’t understand how to make a damage system using the weapon as a ref, if someone could help me I would be really grateful

I have problem when loot a body after that my camera not moves at all

Hi Crow,

This thread is still supported but please understand Pirate is currently away because of family health reasons, please try to explain your issue in more detail and ill try to help best i can.

Im very sorry to hear Pirate is having troubles and hope things improve. I am just a little confused by the Weapon Actor and Assault rifle example, and why they are a category in the Item list.

In all of the videos, including how to import a weapon, and the other one about importing the wizard hat, say nothing about “Actor Type” and the drop down isn’t even in the item list on those videos. It simply says select Equipment type as Weapon, but there is now a separate Weapon Actor Class that isn’t referenced anywhere (from what I could find) in any of the documentation.

This isn’t to complain, as Im sure it was put there, like many other things, just to be kind and provide examples, but I am not sure if I should be choosing the Actor Class as “Weapon” when I add a new sword or whatnot, or my sneaking suspicion that this was added to correct the orientation of the gun, and is just an example in case someone wants to add an item with different default orientation to socket?

Sorry if that’s not very clear… but basically what I need to know is if I add a sword of my own (skeletal mesh) to the item list, according to the tutorial vid, do I need to use this dropdown and select “Weapon Actor Class” as “weapon”? If so, and or, if not, what is this for and why is it in there? Thanks for your time and for creating such an awesome product.

Pirate added in the Weapon Actor Type for people as they were asking how to implement one so he did it for them :), it was adding in a few updates ago which is why the videos don’t cover it, depending on your game you can use ether a lot of people rather use a weapon actor as it offers a blueprint to handle weapon logic and you can also add components easier to your weapons, it also reduces clutter from your character blueprint because without a actor all your weapon logic would have to be added there, i hope this helps.

I’m having some issues with a runtime error. Any thoughts ? Screenshot by Lightshot

Make sure your initializing the inventory in your player controller, by the looks of it your Inventory widget isn’t being created and set.