Action RPG Inventory System

I solved it. But its not perfect.
Can i just add an item via ID ?

Hi I just bought this and have a question, since I already have my pawn as a child on something else, how can I use this code on my pawn? do I need to copy everything from the inventory player controller that came with the purchase and write out all the code over to my pawn?

Yes I am having this same issue. I have completed the fix on page 104. You can use the keypad to use the hotbar, but the mouse no longer registers using the hotbar.

Hello Dev team,

Sorry to ask this question (noob here) I have spended several hours trying to migrate your Action RPG inventory system to your Multiplayer top down kit following up an old video that you have on the forums without success. Good part of this is that i have a better idea of the code but sadly i need some help. Is there a way you guys could make an New Migration video integrating your both products?


Hello fellow devoted developers!

I have been loving this plugin for about a year now. Have been modifying it slowly and applying it to other systems in my game. Right now I have a question about adding items into a players inventory directly from a shop I have set up. I have attached a screenshot of the blueprint section in question. On the event of the shop item being clicked (Purchased) I call “Server Buy Item 1”. Right now it is working perfectly for the server. It adds it into the inventory just fine if he has enough coins. However, for the client when I use the function “Try to Add Item to Inventory” it fails because it thinks the client’s inventory is full no matter what. I have not touched that function it is still default. How can I change this code and how I call that function so that it properly recognizes the client and his inventory space? Any ideas appreciated (:

I have figured it out from the code Hydrax posted a few posts below mine! Hydrax you are a G (:
Instead of using “Try to Add item to Inventory” I used both “Get inventory Space” followed by “Add Item” and that works!! the event is run on server not client I changed that as well.

Love this system and used it my previous project. Any idea if there are anymore updates coming up?

I have followed your directions and get this error when trying to add it useable items with the world actor.

any idea why?

I was trying to use an old inventory system which is grid-based (another marketplace asset) and it was terrible at performance. When I realized it I decided to continue to use this inventory system and convert it to grid-based and it looks like things are going very well. It doesn’t affect the performance even I add 5 grid items in a second, which is amazing. Let’s see what’s gonna happen.

Hello, its for performance because iteminfomation is only used on the client side not server so only the needed data is passed across.

The server should always call events like this, with the client asking the server to pickup the item, try to add to inventory already checks for free space so your issue there is you needed to call a custom event on the server from the client to pickup the item.

Has anyone found efficient means of dropping or moving all items at once into a container or drop to the ground? Like if there’s a storage chest, a button to “store all” or on death “drop all” into world? The existing logic to study from handles one slot at a time.

Any screenshots or ideas are appreciated!

Cheers.

-Dalton

Sorry to spam this forum! I’m just going hard with this system right now. I have been trying for a few hours now to hook up the player stats to the amount of damage they do. I have tried so many ways but can’t get it working for the client. I posted what I have which works for the server but does not for the client. How can I get the client to recognize its current stats? Please keep in mind all my blueprint is working (replicated damage between players and AI). I am just now adding the bonus damage functions based on equipped items. I have renamed the default stats from intelligence, dexterity, etc to my own.

My basic idea is to go to the inventory manager component where these stats are set and to cast them to set a variable where damage would be called. Then simply multiply my regular damage by the bonus. Example: +100 magic attack damage would mean a 10% bonus to damage dealt.

-Dalton

It’s finally done. Of course, there are some missing parts such as Containers but it’s not a problem.

As per PM, drop all is fairly simple if you want to drop each item or drop a bag with that players inventory both can be done, Move All logic you need to create new functions to handle this because the ones setup currently you don’t want to recall in a loop or you will end up with a infinite loop which will crash your game.

No a bad idea, I recreated my own from scratched a year or two back but never finished it, does it support more than 2 grid based items?
https://i.gyazo.com/ff1d0990cf8c044a…814e35c281.gif

It looks great! I was going to create it from scratch but I don’t really have time to create a new inventory system from scratch because all of my systems are connected with this inventory system so it could take too much time.
This is how it works;

You can use 2 grids, 8 grids, whatever you want. I check Inventory row and column and if it fits I allow to add / move / split / swap grid items. It basicly works with every function of current Action RPG Inventory System.
This is the inventory and the container.

Looks good, are you still using a GridPanel and just overlapping grid slots?

Thank you!
I turned it into Canvas Panel. Then I set inventory slot size according to dimensions information and then hide child slots.
https://forums.unrealengine.com/file…hotoid=1569642
You can see some items that are marked as “C” I hide them all and set the master item slot size again.

Ah I see and do you set each position for each slot when building them?

Exactly. This is what I’m doing;
http://prntscr.com/m6lc9m
But I’m using vertical box for loot containers to prevent this issue;
http://prntscr.com/m6ld58