I went through the video tutorial and after this comes up whenever I try to press “I” to open the inventory.
It looks like the InventoryUI reference is null. This is set during the InitializePlayer function in the InventoryPlayerController. Please double check it’s reading a valid reference.
The InventoryHUD class loads the HUDLayout UMG widget and the InventoryPlayerController reads this from the HUD class to set the InventoryUI reference (of the HUDLayout widget) in the InventoryManagerComponent.
It is possible your same mode is not loading the InventoryHUD class. If you double check those two areas it ahould be easy to spot what’s causing the reference to not be valid.
If you are still having issues please email us at our support email so I can help you quicker.
I’m not using InventoryPlayerController. I have my own controller.
This is my begin play:
So I realized now that it’s not even calling the begin play method of my controller class:
That print statement isn’t even being displayed. I checked the game mode though and it is using that bp.
The constructor (construction script) seems to execute fine? Should I just do this initialization in the constructor instead? About to test.
Same resulting error… the Inventory widget is null.
I figured it out!! My controller is in a C++ version and the beginplay function wasn’t calling the superclass function. So evidently if you don’t call Super::BeginPlay(); in C++ it won’t fire the BP version of the function. I’m assuming this is the same for all events actually. Hopefully this helps others in the future lol.
I got the equipment to open up by pressing (I).
Nevermind, I’m dumb it was working after adding the Super::BeginPlay(); in C++
The Inventory was anchored to the right side of the screen so I couldn’t see it until I was in full screen mode.
If you merged it into the Epic Third Person Blueprint for some reason (no real need to since that template doesn’t really provide anything)
Make sure you deleted the placed character from in the level. Or you will possess this pawn instead of having your character spawning as it should.
It seems to me that might be what is causing your begin play not to be called.
Glad you got it all working
Do you happen to have a video tutorial on how to setup items? Like picking them up…etc?
All the video tutorials can be found listed in the first post. If you take a look at our youtube channel you will see all the tutorials for our 3 marketplace assets.
Hey what did you end up doing to get that working like that?
You should be able to google how to setup something similar, apart from networking support doubt theres any videos covering that.
You will want to use render targets to render from a camera view to a texture. You will need to setup the camera to ignore other objects etc.
A quick google search came up with this tutorial that might help get you started in the right direction.
I know a few versions ago UE4 added some improvements to the Render to Texture tools but I don’t recall exactly what has been changed.
Maybe some others can chip in with any material online they might have seen that was useful in getting a good render target setup for a character paperdoll.
I just started a new project in 4.15 with the latest version of the inventory. I’m using the inventory’s player controller, HUD, and gamemode. Everything seems to work except I can’t drag the inventory windows around. If I click and drag the mouse disappears and reappears where I last clicked when I release. I’m sure I’m overlooking something simple but if you can point me in the right direction that would be great.
Also the inventory window appears off screen but I think I need to just change where the widget is anchored to fix that.
Set the Bool IsWindowLocked in the Widgets to false. That will fix it, I think.
Estou com um jogo pronto para enviar para o mercado, mas eu não tenho uma licença irreal como os direitos autorais funciona eo que eu tenho que colocar em ordem para o irreal para lançar o jogo e, em seguida, pagar a pequena porcentagem após chegar a US $ 3.000 O corpo da pergunta é exigido.
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 https://forums.unrealengine.com/showthread.php?84416-Tutorial-Live-3D-Content-in-your-HUD-or-UI
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 - UE4 AnswerHub
Temp fix, upon project restart, remove and readd InventoryLayout (rename to Inventory), or use Preview 3 build from GitHub (speculative fix)
Added bug report
I have seen this error displayed for enums in 4.15 in a few different projects. It’s 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 isn’t a bug they changed the back end of Enum’s in 4.15 all the warning is telling you to do is to re-save all your Enum’s in the editor once you have done that the warning will clear it self.