Action RPG Inventory System

I would love to use the project with dynamic combat, but since everyone sets up there blueprints differently was hoping for some guides or documentation on were to start, i can remove there inventory, just no idea how to add yours

hi i wanna know have anyone here done trading system before with this inventory system?
recently cmcginn make a crafting system and i wanna reuse some of the functinality from that but here my problem…

im thinking of making a widget window that player in a radius or when they right click to trade and have option to trade with the person
then when thats done have another widget where player can put the stuff,idk how can i make another widget where i can drag and drop item from one person to one person inventory and when i have a button that say trade it will put that in the other person inventory
rn im pretty confused on how can i go do this…

Look at his youtube channel there is a video for moving it over. Not to a specific asset so you will need to tweak to fit your needs. I can not find written documentation

has anyone manged to create a take all function?

please share how you did it…

also when this was made, data tables could not become a variable but now they can, so you dont need to override

also containers don’t seem to have a loot table and it’s weird because the loot actor which is the parent for the “dead bodies” does not have a loot table nor does it have an inventory so all the containers are empty??

edit: reading some of the previous posts, the pot is supposed to be a stash…why is…very weird considering that the whole demo map is littered with them…

so instead of using the pot as a chest or drop, we should instead create a child of loot actor or the dead bodies(common/hero lootlist) and make them the chest…

Hope this helps.

Probably best to add this too just clean things up. Sorry it added the other pictures out of order.

thank you very much!!! but there are bugs

the first is that when the inventory is full, the items that cannot be added to the inventory are still deleted.

the second is that when using this on a container, it removes the grid as well… (it does not seem to matter when using on a loot body because items become the “grid” but in a container (which is used as a stash in this system), the grids are present so that we can drop items in as well)

if i don’t add the clear, you can keep on refreshing the loot bodies/container and it will keep re spawning items…

for the first bug, i checked and the “try to add items” does check if the inventory is full or not, but the items are still being removed.

i tried adding a remove item from array on success but it doesnt remove the item from the container inventory…

i’m not sure how to fix these issues…

please help

Hi everyone, so i’m trying to add Durability system into my equipments, i can set all the required logic but one, i just don’t how to actually save the modified Durability, or where to store it so i can simply load every weapons current Durability when every it’s picked/dropped or just after the game loads.

any guide regarding this will actually help me alot :3 thanks all for your time <3

i think i fixed it by using this function instead which includes the code

whose youtube channel? you mean the one for migrating this inventory system?

does that also include the weaponstorage?

also what did you do with the main melee weapon? i took a look at both projects and they seem to be doing things differently.
this inventory system just put the weapon in the socket i think while the dynamic combat system has a main weapon bp.

i looked at the code for the combat system and i couldn’t find out how the attacks are done as well. i guess is that each attack is a “skill”?

i also found that there are references to animation in attack_struct and the weapon also have it’s own animation blueprint.

i cannot find the anim instances and how the system determines which animation to play (i saw it in mainmeleeweapon it doesn’t say how to set or change the animations).

i would like to set my weapon as a BP so that i can change it according to what weapon the player equips instead of changing the mesh like how the inventory system does it, can you suggest how i can do this?

There is no discord for ARPG and its a complex asset so you will need good knowledge of the engines blueprint system to understand how to integrate it with anything.

Creating a take all function using **Cmcginn’s**logic will work but is overall bad and will create issues, you should never loop! yes it was made before data table variables I would recommend updating the loot part of the inventory as its outdated.

Save the dynamic inventory item stats when loading update the dynamic data from the saved array.

Thanks for the quick replay OverRated_AU** sorry, I meant where to modify it actually, like where is the right place to get the item from the inventory array modify it and replace it.**

i fixed his logic and made it work fine and posted a screenshot above.

since you suggest to not use loop, could you suggest an alternative that works since i am using loop too?

thanks.

hey guys so im trying to fix cmcginn crafting system in multiplayer so in singleplayer everything works fine but when on multiplayer,when i click the recipe it wont fill/show on the crafting widget…here what im talking bout…the fill recipies function isnt being called

https://streamable.com/qzlc5v

How can i create a Dynamic inventory ?

can anyone help me?
i am trying to make a draw/sheath weapon function and it is working except that the weaponmainhand reference always returns NONE which makes the attachtocomponent fail and gives an error.

does anyone know why this is happening?

i checked the equip code and it sets the reference if it is a weaponclass, so i tried using the assault rifle (for some odd reason, the rifle is the only weapon with a “weapon class” in the itemlist, but it still returns NONE.

So, this it is really, really difficult to merge these to components. It took me a few weeks to get everything sorted out. Basically I use everything from ARPGIS, only use one Weapon blueprint from DCS. To make it work you have to remove the inventory and equipment component blueprints, and extend several other.

To give you an idea, the blueprint for just adding the weapon, and updating it. Basically the DCS class DI_SwordClass* (LocalDisplayedItemClass) has been added to the ARPGIS datatable, and is sent when equipping a weapon, to Update Weapon Hand function.

can you give more instructions and also what are you only using from DCS and why? it feels pointless to migrate the system if only one weapon blueprint from dcs can be used. it looks like it’s only the weapon data table from DCS is is used?

also i found out what was wrong with my draw/sheath function which is basically a very simple play animation -> attach to component system.

basically the demo for the inventory system more or less “works” but it stops there. you have to do alot more work to get it to work with any combat code.

for starters, every weapon besides the assault rifle is not done properly and only the assault rifle has a “weapon class”, making it a “weapon” that you equipped. the weapon reference will report NONE if you use any other weapon.

at this point, i have no idea how attacking will be done since i haven’t tried it since i dont know how to get the weapon out and do a sphere/multi trace for the weapon

also when it’s sheathed, it looks like it’s using the model thats supposed to be used when its on the floor…hmmm…

What I meant is that I only use the one ‘DI_’, DCS class, ‘LocalDisplayedItemClass’. I recommend you try this inventory system, it is much easier to edit and integrate, mostly can be dealt with from the PlayerController Advanced Jigsaw Inventory system in Blueprints - UE Marketplace I cannot give more instructions because I do not have the time and don’t know what you need to know. Integrating these systems to work with each other is basically among the most complex and difficult tasks, thus it requires advanced skills and dedication to get them to know.

You don’t want to loop TryToAdd or any of the functions in the inventory system to do this, you want to loop the items into a copy of your players inventory and do a single update for both the inventory array and UI.