Action RPG Inventory System

try this. The pickup detection in player character is just a box collision.

thanks! i had actually made stuff so that it gets the closest item to what i’m looking at but yours work fine too.

now i just have find out how to get a “take all” button and somehow stop the widget from flying off screen…

did u manage to fix stop it flying off screen because if you haven’t, you can test it…

also a question, why do you have to “get overlapping actors” for world actors?

usable actor is the parent iirc and world actor is a child of usable actor, so wouldn’t it include world actor in the array and therefore there is no need to append it into the array?

Has anyone modified this kit to spawn items into the world instead of into inventories? I’ve tried a bunch of ideas, but can’t seem to wrap my head around it.

I’m trying, in the LootableCharacter BP, to ‘SpawnActor by Class’, where class is World_Actor, but I’m a bit lost in what/how to plug in for ID and Amount so that it uses the ‘Get Random Loot’ function to randomize the loot.

Any help would be greatly appreciated!

you can just them them drop the items instead of spawning a container or loot body and then kill the container

Hi everyone,

I was trying to make the hotbar slot show the amount of item from inventory, it wasn’t hard, the problem is it doesn’t update when the item is consumed, plus how can i manage to remove the item from hotbar when the amount is 0 ?

thanks in advance :3

Currently trying to integrate this into an existing project and having a hard time. Would someone be able to assist me?

How do I make it more modular? lets so If I have a bow instead of a sword, is there a way for me to have it so when it’s equipped it uses bow animations?

That would not be in the scope of this pack. Check out weapon component. Basically you would have an enum of different weapon types. When you equip a weapon in the equipment char, set this enum then in the anim bp get this enum and apply the appropriate animation.

hey man thats exactly what im trying to do rn…i talked to cmcginn on discord and he told me bout weapon component as well but do u have any luck getting it working since rn i have no idea on how to approach it

Your inventory should only be loading from the Inventory array in the component InventoryComponent. So when you load from save you need to populate that array. Index 0-X are your equipment slots. Not sure if that helps

Thanks mate, i was just missing a delay just enough for the controller to wait for player to load :3

one new problem i’m having now is what ever i’m equipping gets another inventory instance when i load, lol :3

Absolutely amazing work! Thanks mate, one thing is missing on the video tho, At the inventoryComponentManager, you didn’t view the ‘Get Item Amount’ Function, a screenshot of that function will help, thanks again :3

Hope this helps

Thanks alot mate it did :3, the tutorial helped me alot as well thanks again, also i think i found a little bug, if you have the components amounts required to craft one item [as example], and then increase the amount of the item you want to craft [TextBox], what should happens is nothing instead the items get crafted with the amount assigned on the text box and yet doesn’t consume/remove the components of the recipe from the inventory.

I think i got it fixed, by passing the amount value to the “CanCraft?” Function and then multiplying that value with the components amounts just before checking each of them…

anyone here have done when you equip specific weapon for example a bow,it will play the bow animation stateand if it switch to sword,it will play sword animation state.i talked to someone bout this and he said to integrate weapon component and use the built in enum in the kit.i’ve been told its not possible with vanilla ARPGIS but anyone have success doing this

This work for mobile?

anyone have a guide to make this work with dynamic combat?

I am not aware of a guide, but if you have questions let me know, I did merge both. As a start, you probably want to get rid of the inventory and equipment components from DC.

is there any written documentation or a discord for this? I have spoken with multiple people who have also had trouble integrating this with other projects.