hi do u have discord?wanna know how you create crafting system from scratch from ARPGIS..Mine KhaiSaki#1061 hope you can help me
can someone explain why there is an âiteminformationâ and âitemâ struct in the game?
which is used and why is there two?
item seems to be more comprehensive while iteminformation is missing several things but it is getting passed from inventory to equip and around
hey, on 4.24, there is an error with the usable_door
here is a screenshot
since there is no documentation, it would be nice if someone could tell me what to do with the error.
also the actors all seem to have a parent which is an actor/container actor/ loot actor. would it be fine if i removed the parents?
it seems like nobody is reponding anymoreâŚ
but anyway, i found the fix for the door error.
but i have another question.
would it be possible to import the inventory from the player controller to the pawn/actor BP?
the fact that it is in the PC means that it would only apply to players and not npc/characters. also inventories would be shared among all the characters that a player has if you intend to allow the player to create more than one characterâŚ
several errors when trying to compiling.
i had re-compiled and resaved the ftext ones so these are the ones i have no clue why itâs happening
PackagingResults: Warning: Unable to find package for cooking /Game/InventorySystem/Items/Equipment/Meshes/SM_Wizard_Hat
PackagingResults: Warning: Unable to find package for cooking /Game/InventorySystem/Items/Equipment/Meshes/SM_Wizard_Hat
PackagingResults: Warning: Unable to find package for cooking /Game/InventorySystem/Items/Equipment/Meshes/lambert2
PackagingResults: Warning: Unable to find package for cooking /Game/InventorySystem/Items/Equipment/Meshes/lambert2
PackagingResults: Warning: SpawnActor failed because we are running a ConstructionScript (Weapon_Rifle_Assualt_C)
PackagingResults: Warning: Accessed None trying to read property MainHandWeaponReference
PackagingResults: Warning: Script call stack:
PackagingResults: Warning: SpawnActor failed because we are running a ConstructionScript (Weapon_Rifle_Assualt_C)
PackagingResults: Warning: Accessed None trying to read property MainHandWeaponReference
PackagingResults: Warning: Script call stack:
as you can see, the wizard hat and lambert2 does not seem to exist in any loot tables and i cannot find any references to them in the stuff i have looked at.
hopefully someone can tell me where they are so i can remove the,
i am not sure about the mainhandweaponreference,
the weapon rifle assault⌠no ideaâŚ
also no clue about the script call stacks
if anyone can help and shed light on these errors, it would be niceâŚ
so i validated the project and now i have these errors.
MapCheck: Warning: Default__IWBE_Blutility_C /Engine/Tutorial/InWorldBlueprintEditing/TutorialAssets/IWBE_Blutility.Default__IWBE_Blutility_C : Obsolete and must be removed! (Class is deprecated)
MapCheck: Warning: Default__BP_AnimatedNode_C /DatasmithContent/Blueprints/FBXImporter/BP_AnimatedNode.Default__BP_AnimatedNode_C : Obsolete and must be removed! (Class is deprecated)
MapCheck: Warning: Default__BP_SceneRoot_C /DatasmithContent/Blueprints/FBXImporter/BP_SceneRoot.Default__BP_SceneRoot_C : Obsolete and must be removed! (Class is deprecated)
MapCheck: Warning: Default__BP_VREDAnimatedNode_C /DatasmithContent/Blueprints/FBXImporter/BP_VREDAnimatedNode.Default__BP_VREDAnimatedNode_C : Obsolete and must be removed! (Class is deprecated)
MapCheck: Warning: Default__BP_VREDAnimNode_C /DatasmithContent/Blueprints/FBXImporter/BP_VREDAnimNode.Default__BP_VREDAnimNode_C : Obsolete and must be removed! (Class is deprecated)
MapCheck: Warning: Default__BP_AnimationPlayer_C /DatasmithContent/Blueprints/FBXImporter/Animation/BP_AnimationPlayer.Default__BP_AnimationPlayer_C : Obsolete and must be removed! (Class is deprecated)
MapCheck: Warning: Default__VREDAnimationPlayer_C /DatasmithContent/Blueprints/FBXImporter/Animation/VREDAnimationPlayer.Default__VREDAnimationPlayer_C : Obsolete and must be removed! (Class is deprecated)
MapCheck: Warning: Default__BP_VariantSelector_C /DatasmithContent/Blueprints/FBXImporter/Variants/BP_VariantSelector.Default__BP_VariantSelector_C : Obsolete and must be removed! (Class is deprecated)
MapCheck: Warning: Default__VREDVariantsSelector_C /DatasmithContent/Blueprints/FBXImporter/Variants/VREDVariantsSelector.Default__VREDVariantsSelector_C : Obsolete and must be removed! (Class is deprecated)
AssetCheck: Error: Default__IWBE_Blutility_C is not valid. See the MapCheck log messages for details.
AssetCheck: Error: Default__BP_AnimatedNode_C is not valid. See the MapCheck log messages for details.
AssetCheck: Error: Default__BP_SceneRoot_C is not valid. See the MapCheck log messages for details.
AssetCheck: Error: Default__BP_VREDAnimatedNode_C is not valid. See the MapCheck log messages for details.
AssetCheck: Error: Default__BP_VREDAnimNode_C is not valid. See the MapCheck log messages for details.
AssetCheck: Error: Default__BP_AnimationPlayer_C is not valid. See the MapCheck log messages for details.
AssetCheck: Error: Default__VREDAnimationPlayer_C is not valid. See the MapCheck log messages for details.
AssetCheck: Error: Default__BP_VariantSelector_C is not valid. See the MapCheck log messages for details.
AssetCheck: Error: Default__VREDVariantsSelector_C is not valid. See the MapCheck log messages for details.
as usual, no clues what these areâŚ
if i delete inventoryexamplemap, where are the references that i have to delete so that i donât get any errors because it reports two warnings that it cannot find the inventoryexamplemap
i have already set a new map in project settings
Going to post a tutorial for custom crafting system specifically for ARPGIS. Will probably be a multipart set of videoâs will start tomorrow and should have last one by next weekend if anyone is interested. here is the system, pretty basic and used free icons from game-icons.net Video Here: ARPGIS and Crafting - YouTube
do u know how to fix the errors i have?
with the inventory example map, wizardhat and lambert2 ?
also the rifle errors
also is there any way to stop being able to throw or move the widgets(inventory,equip,container) off screen?
okay so i found the error and fixed most of them.
besides the door which is referencing a private variable on itâs parent that you have to unprivate and the addtorque which is depreciated, there doesnât seem to be any warnings.
muppet seems to be the one is that causing the problems with assault rifle. so you just remove him.
the issues with the game trying to reference the demo map also seems to go away once u remove muppet.
once you removed muppet from the demo map and fixed the doorâs issue, you should still create a new project and then migrate everything over.
once you have done so, the references to wizard hat and lambert 2 will go away. they are some where hidden within the project and i cant find out where they are. this will also remove the references the datasmith assets that are removed.
once u have migrated to your new project, just close and delete the inventory project. you dont need it anymore because everything that is provided is in your new project.
since it is a new project, you donât have to rename anything or do any of the migration things either ( you only need to do these if you are migrating to an EXISTING project)
once in the new project, all you have to do to get it working is to set your gamemode to inventorygamemode and it will work perfectly.
(to fix the ftext errors, just open all the files that provided the errors and save them again. i think you have to do them in order of the errors. they are mostly all the structs,enums and datatables)
now the only issues is that the player can throw or move the widgets (inventory,equip,container) off screen.
if anyone can provide a fixâŚ
do you know how to stop the widgets from moving off screen?
I had this issue b4 but cant remember exactlly
Think it was a resolution issue maybe
Does it happen when u run it in PIE
i did a search on this thread and someone mentioned it but there was no solution on how to fix it.
i believe the widgets are still opening, except that they remember the last location which is outside of the screen and therefore will open at that location, which is outside of the screen.
it happens in PIE as well and when you build the game.
i have not tested but since changing the resolution makes the screen âbiggerâ, i guess it would explain the problem but doesnât fix it, since in the first place, the widget shouldnât be allowed to fly off the screen and changing into a bigger resolution every time this happens isnât a fixâŚ
Is this a base project or did you add anything?
Do HUD Layout and Inventory layout widget both set to fill screen?
this is the base project. i am not added anything
how do i check? this is the base files from the project.
u can replicate it by just moving the wigdets to the edges of your screen. it will snap to outside of your screen and you will never see it again
anyway i also found out that the errors about the assault rifle are coming from tandy because he has it equipped. so just remove it from his equipment and you can use it.
you will still however get the warnings that wizard hat and lambert is missing but these are fixed if you migrate into a new project. as mentioned earlier all you have to do is set default game mode
Oh, I think I know what you mean. I did not fix that, I made my own and have full screen for inventory/equipment. I think it is in the way the drag and drop offset is. You would have to do calculations on position while dragging to see if parts are off screen and set a threshold for moving them. I have seen someone do it, I think in the âUser interface kitâ package he does that.
can you show what you did please?
also does anyone know how to change the interaction function so that it will get the closest and does not require the cursor to be directly aiming at it? (i know that this is because he uses a line trace)
i have successfully addly a sphere around and got it to highlight the closest intractable, however it doesnât âinteractâ with the closest intractable and i still need to have to the crosshair on top of it