Action RPG Inventory System

Does anyone know?

Is it still possible to merge this with mptopdownkit or any updated guide?

I’m having the same kind of problem :frowning: I have been having a hard time finding a solution for dialogue systems and inventory systems. they seem to be rediculously complicated to build :frowning:

Just a potential buyer wanting to know if this asset is still actively managed?

Not working with root motion…

is there any documentationj for this

It turned out it wouldn’t work because I changed something in regards to checking if the player has logged in already. Also I am unsure if this was originally part of the Inventory or if I have added it later, but unplugging the login check function fixed it for me.

If you want to check if the weapon is equipped, you can also set a bool on weapon equip and check the status on the AnimBP. UpdateAnimation event

Why is that, I frequently make casts to the player character or controller - without issue, and this is usually also how other developer do this (based on the asset packs I came across). For instance commonly you make a controller cast to set the owner of a widget.

So I can’t for the life of me figure this out…I’ve created a logged out pawn which is just a camera and then you press a button in a widget and it spawns a inventory character actor and then inits the inventory. The inventory only works on the server and not the client, I can run around on the client fine but cannot use the inventory at all. When I quit the preview it shows this:

You solved this now, with calling to update the client as well, correct?

Here is my spawn and possess code:

And here is the function that is ran on the client after the inventory player character is spawned and possessed:

It works on the server but on the client it spawns and possesses correctly but picking up up items or using the inventory is broken and it throws all those errors on closing the preview.

First connect the PlayerController into the Disable/Enable nodes. You also have to set all the Inventory stuff anew, like you did on initial spawn, set the references again in relation to your newly spawned player character, and possibly also the BaseCharacter. It depends on your customized setup. You may also remove all widgets and re-create the main user interface widget, as you do on Event Begin.

As shown here, also set the PlayerCharacterReference anew in the PlayerState - if you use that there.

Anyone here really familiar with this system and could help me? I emailed the developer but got no reply.
I’m having some issues customizing the features of this system. Some of the things I need this inventory system to do are as follows.

  1. Add a delay to an actor before it despawns from the world space, this way my character can perform a looting animation and then have the object despawn a second or so later.

  2. Add custom images to the loot window that appears, I’ve tried to add my own images but for some reason I cant resize or edit them in any way and they appear greyed out ( I can provide images if needed)

3.Add animated containers to this system. From what I can tell the blueprints only support static meshes.

  1. Reposition the text that appears on screen when mousing over an interactable object. The way it is displayed by default looks like; <Action> <Name> and I would like it to read like; <Action>
    <Name>
  2. How to change the reticle to a different image when mousing over different objects (like in Oblivion).

If anyone can help point me in the right direction on which blueprints need to be edited for these changes, I’d really appreciate it.

There is now a convenient way to create additional gear items with character creator 3, as outlined in this video https://www.youtube.com/watch?v=IB9L9J4p79o

Pressing B to togle backpack is not working I din“t change anything, just downlaoded and tested (tested with and without a back pack equipped)

Anyone had the same problem?

Hello . i have 2 questions .
Is this possible to have 2 or more inventories ? for example i want to store all of my consumables in 1 inventory and equips in another and quest items in another one .
Is there a filtering system in place ? for example i want to filter specific type of item in the inventory so they are not shown ,

This was my mistake, I thought BakcPack wa slike in WoW where it is an equipable item AND has it“s own inventory to hold other items.

SI there a Way to implement that kind of feature?

Hello I’m new to this kind of stuff so I have 2 questions: Can I add my own types of stats to items and can I add my own types of items and items slots in equipment?

I downloaded this yesterday and in my dashboard selected Create New Project to try out this thing. It made a project, but that project won’t initialize. It stops at 45% and never progresses.

I’ve searched but I don’t see anyone else experiencing this.

I’m on version 4.23.1-9631420+++UE4+Release-4.23

Any advice?