The dev is not answering anything in a long time ! why every asset that goes free , the dev thinks he shouldnt answer forums questions anymore ?
how do I implement into my own character?
The asset is not free, but free for the month only.
there are tutorials on how to implement it to your character, but it may vary depending if its a pawn (click to move?) or not.
Yes, you can add your own type of items, activation abilities, stats, remove slots, add slots, etc.
- You can have multiple inventories but you will have to custom code it, mostly the interaction (inventory_slot drop function) between both containers/inventory
- There is no filtering system, but you could add it yourself; shouldnt be complicated.
All the more reason to answer the questions , faster .
So the answer is no , i waited about 2 weeks for a no .
But it is still an answer and more than nothing . thanks
Hi there, I deleted some of the unnecessary equipment items inside ItemsList. Now it just gives an Error: an Infinite Loop Detected Loot_Actorā>Branch. when I click on Branch it shows the source code of branch and when I click on Loot_Actor it just takes me to the event graph which is empty.
Hi everyone.
Iāve been enjoying this inventory system. Everything worked straight away and Iāve enjoyed applying it to the TopDown example.
I am having one problem, though.
I cannot seem to load Inventory saved to the SaveGame array. I was able to tell that items are being moved into the array at the point of saving by matching the array length to what I see in my inventory.
When I load the game I can still see the appropriate array length (i.e. it has loaded the array) but my inventory is still empty. Iāve tried a few things like the TryAdd item to inventory function, the LoadInventory function (these came already written into the inventory system). Iāve also tried making myown using a ForLoop to add unique elements to the Inventory array.
I seem to have hit a wall!
Hi everyone - solution to this was adding a delay into the load event. The inventory is cleared automatically on launch so if this happens after the load then you load an empty inventory. Coming right off the load event I added a delay of 1 second before it tries to load anything. This worked.
Where are said tutorials?
how do I make an world_actor respawn such as a plant, tree, bush ect and also how to randomize the loot drops for the Actors but only certain drops example: If I want a plant to drop 2-8 leaves. and 1-3 sticks
Hello,
Thanks for the great inventory system, I have it working in my game prototype. I wanted to know if you could provide a video or documentation on the best process for saving the player inventory, equipped items, and hot bar items.
Iām not asking for you to tell me how to use the EMS system below, just wanted to know the best place to implement saving things.
Iām currently using the Easy Multi Save engine plug-in [Easy Multi Save Documentation - Google Docs
Respectfully,
](Easy Multi Save Documentation - Google Docs)
Hey thanks for the information, could you post a screen cap of the change you made? Thanks
hi anyone here can help me merge Multiplayer Crafting Kit Multiplayer Crafting Kit in Blueprints - UE Marketplace with ARPGIS?i tried for over 2 months now trials and errors using their merging guide(MCS) to add existing inventory(in my case ARPGIS) to use its crafting functionality and replcae the inventory in MCS
the guide:MCS - Connect to existing Inventory - A quick guide - Google Docs
anyone here in this thread willing to help me since i have no idea how to do it now and need help from you guys.
this is my discord tag :KhaiSaki#1061
hope someone can help me in this matter
I had tried to merge them before, but it ended up being much simpler to create my own crafting system for ARPGIS
Iāve setup relevant functions on the player controller, calling them every time there is a change. Though, I have several functions, one for changes to the hotbar, one for the inventory items, one for player stats. This way you do not have to save all information.
This sounds like your item list has fewer items than the actual loot spawning function is trying to generate. You need at least the amount of itemlist items, as configured for the amount of the max items for the particular actor who should spawn loot items.
If this is a fresh project it might just have to load a bit longer. This can happen sometimes, also depends on your computer performance.
Hello There
I am getting this problem where Main hand weapons cant be dropped, it just says destroyed Item but still stays there. the weapon can be dropped from the inventory but I canāt Unequip or Drop the equipped weapon from the equipment slot.
I apologize in advance for my English, how did you do this? can you show in more detail? I use only ARPG Inventory
stop to 39% ! why ?
We are using the Gameplay Ability System and their attribute system. I notice that the list of features includes attributes. I assume this isnāt GAS attributes. How much blueprint would have to be re-worked to use GAS attributes instead? Just trying to get a feel for integration time as the rest of the features look quite nice and could save us a lot of time.