@OverRated_AU hi, can you help with a bug with the system regarding weapons (the weapon_actor and it’s childs)
i’m not sure why this is happening but when i create a child of weapon_actor for the simple axe and set it in the itemlist, and then i try to compile, i get a warning saying that spawnactor failed because we are running a constructionscript
however when i look at the simpleaxe item, there is no construction script besides the “from parent” node, so i look at the weapon_actor and the “from parent” node has been deleted, so there should not be a construction script and this error should not appear.
the world_actor however, does have a construction script but as the weapon_actor has deleted the “from parent node”, it should be an issue.
right now im not sure why this happening. can you please check
i tried throwing other weapons and it also seems that this is unique to the simple axe and im not sure why this is happening…
thanks
edit: i found out it’s because tandy is spawning with a weapon and it’s part of the construction script.
since weapons are now actors instead of just meshes and UE made it so that you cannot spawn actors in the construction script anymore, it is always failing to spawn and therefore gives an error…
Hey all,
there’s a small annoyance with the inventory system I’m trying to improve, namely when I loot a container and right click the top most item and then right click again a bit to fast, the second click doesn’t register because the ui didn’t remove the first entry yet. this is most noticable when you have a long loot list. Adding a loot all button solves the problem partially but I was still wondering if anyone had an idea how to improve the reaction time of the ui. I was also wondering if an input buffer would work for such a case ?
I don’t know, it’s what you wrote :3, i made alot of stuff but really still can’t get Durability made in the right way I hope you can point me to what and where it should be done
I searched the thread but without success so here’s my question: I would like to make sure that some of my weapons are equipable either on the main-hand or on the off-hand (both hands), i’ve tried some hacks but it doesn’t work. Is there a relatively simple and effective solution or any suggestion ?
hey guys so i’ve been experimenting with action rpg inventory system for the past 3 months and i still doesnt figure out how to do this so here goes
im trying to make when i equip specific weapon such as sword or bow, i want it to play sword aniamtion state or archery state
in action rpg inventory system there a inventoryitem struct to define item information im planning to create an enum called weapon enum and in there i will define weapon state such as sword or archery
then in the inventory item struct i will add that enum
im planning to set that enum somewhere inside action rpg inventory system inventorymanagercomponent(this is where all inventory/equipment related call andf fucntion being held) there are two fucntion for equipping and unequipping im planning to set the enum there
why im setting the enum there is lets say i equip a sword on equip it will say to the enum to change to that enum state
then in aniamtion blueprint maybe i will have state machine in them for this aniamtion state and set them according to the combat state such as archery etc
as for now idk where i should start or what can i do i tried multiple things and now i need you guys help
anyone can help me
Now you have the Custom Event, in this example named ‘Updateitem’, where you can make for instance a bool check if we update item 12, if true you could check the InventoryItem structure, check if it is a sword. Ideally you would add another InventoryItem entry for WeaponType.
This is a pretty good inventory system. One question that maybe someone can help with as i am really new to this, I wanted to make it possible to drag items from a loot chest or lootable body directly to the hotbar. I have been trying to figure out how to make it work and i am just not getting it. Any ideas?
This is a very good inventory system indeed, however i have issues changing the equipment meshes from skeletal meshes to static meshes. Can anyone make a brief description on what i need to change, in order to make this work? I’m doing a low poly game, so static meshes are better than skeletal meshes in my case. Thanks!
I haven’t touched anything to do with Inventory Slots but randomly I keep getting 74 of these errors every time I start my game and there are no inventory slots. Any idea why this is happening and how to fix it?
hey so for the past weeks i tried what u said and from what i tried it doesnt work…rn im completely ran out of ideas on what i should try.
things i tried:
i tried 2 things that i know might be help 1.in the structure called InventoryItem i added an enum called WeaponState and in that its basicly for when i created a weapon for example sword i can set the enum state as swordsman.first method i tried is in the managercomponent of this inventorysolution in there are two funtions called equipitem and unequipitem there i basicly use macro that has reference to the inventoryitem structure and set the variable in both of those function.then in animbp i can get reference of that component and use it for various weapon state but that doesnt work
second method that i tried is i get the reference to the inventory item directly and use it in animbp but thats doesnt work either
Hi I have been trying to get this system to work for a while now and I got it working quite well so far. I just wanted to say a HUGE THANK YOU! To you and the others continuing to give support for this system. I am new to both UE4 and game development and I am learning all this on my own via tutorials and forums like this one. I have learnt heaps so far and although I still have a long way to go I am happy with how it is going.