EDIT - Have made a lot of progress, got a little confused on the tutorial. I now have a VR motion controller that has inventory!
I’m trying to take the sample project that is included with the asset, and import the Unreal VR, and get it working. I followed your YouTube video, but I think the VR pawns have some serious differences making it not work.
Any tips for getting this working with the Unreal VR template?
Hello there, I love this plugin but I’m having a small trouble when I try to implement it. My issue is that although I don’t use my own Character Controller (which means I can use yours), non the less my character blueprint cannot have your Equipment Character Parent that you suggest at 3:55 from the main tutorial video because it needs to have the parent it already has. So to sum up I can use your Inventory Character Controller but not your Equipment Character as a parent class for my player BP.
Hello guys, just a quick question, this is a wonderful base for an inventory system, but I need to tweak it quite a bit to suit my game needs. Is this plugin still supported? Does the developer provide any help for inquiries or we have to discover everything ourselves? Not asking aggressively but it’s good to know the status. Is there maybe a better channel to communicate with them? Discord or anything? I got several questions that need answering and after an extensive search for most of them, I still need help.
If the plugin isn’t supported it’d be best to ask for a refund and try another one.
I’m at a loss right now. I followed the Migration guide on YouTube to the T, multiple times now, trying to merge this asset with the VRExpansion Plugin player controller and character.
If I play Offline, it works great. I can loot the container, put items back in, etc…
Changing to Play as Client - I get the following errors when trying to open any of the containers / standing around.
Any ideas? I’ve tried just about everything, I’m wondering if there’s something specific I should check on the new player controller or player character that might lead me in the right direction.
[UE 4.24] Client Unable to loot/open container/pickup
After Merging. The server is able to do that fine but not the client. In the method “GetUsableActor” the line trace returns a none only when I press E. (It returns the actor when ticking. It should return the actor also when I press E) It works fine on the standalone (returns actor.) but not in my project has anyone came across this issue?
Edit:
So after testing it a bit more the line trace does not hit anything on the server side for controller 2. (Anyone has an idea why this could happen?)
Edit:
After checking thoroughly the Character Reference. It is none for all the controllers. Also I get error that its none.
Edit:
Fix. Got it working. So the only thing you need to do is go into your Character. In “SpringArmComponent” make sure you enable “Use Pawn Control Rotation”. That will fix all this issues. (I was still getting error that character is none. so I just added get is valid for that var so it does not show the error. Other than that it seems to work.)
So what I have done is copy everything from Equipment Character to myCharacter. Then in EquipmentInventoryComponent modify the “Equipment Character Reference” to myCharacter. Then reconnect all the wrong links to the new pins. Everything seems to work.
Inside the controller do you have the “InventoryManagerComponent” and “EquipmentInventoryComponent/PlayerInventoryComponent”?
In the controller did you add the InventoryHUDInterfaces?
What UE version are you running?
Everything works in the standalone version?
Try in Character > “SpringArmComponent” make sure you enable “Use Pawn Control Rotation”
I’ve been looking for an equipment system like this to add to my project. I noticed in the master item list that the equipment objects have a skeletal mesh asset to associate. Most of my items are only static meshes. Is this system usable or will I have to start changing things to make it work without the skeletal mesh?
Also noticed there is no socket to define in order to attach the items on the character skeleton. Maybe someone who has used this inventory system can give me some feedback before I commit to this.
As it stands it needs Skeletal mesh, you can export and reimport to get a Sk mesh or you would have to customize it to also use static, might take a little bit but not hard.
They use a static socket name, so to make it variable you would have to add string, enum, etc to the Struct and manually set it up to use the variable instead of the static socket name. Also, little bit of work but not really difficult.
In the data table make sure the row name and item name are exactly the same for the new weapon, and that the skeletal mesh is selected in the data table. Just ARPGIS right, nothing else added to it yet?
I am having trouble completing the migration of this system to my project. I seem to get the following warning:
LogScript: Warning: Script Msg: Attempted to access index 0 from array ‘Inventory’ of length 0 in ‘/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C’!
LogScript: Warning: Script Msg: Attempted to access index 1 from array ‘Inventory’ of length 0 in ‘/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C’!
LogScript: Warning: Script Msg: Attempted to access index 2 from array ‘Inventory’ of length 0 in ‘/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C’!
LogScript: Warning: Script Msg: Attempted to access index 3 from array ‘Inventory’ of length 0 in ‘/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C’!
LogScript: Warning: Script Msg: Attempted to access index 4 from array ‘Inventory’ of length 0 in ‘/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C’!
LogScript: Warning: Script Msg: Attempted to access index 5 from array ‘Inventory’ of length 0 in ‘/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C’!
LogScript: Warning: Script Msg: Attempted to access index 6 from array ‘Inventory’ of length 0 in ‘/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C’!
LogScript: Warning: Script Msg: Attempted to access index 7 from array ‘Inventory’ of length 0 in ‘/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C’!
LogScript: Warning: Script Msg: Attempted to access index 8 from array ‘Inventory’ of length 0 in ‘/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C’!
LogScript: Warning: Script Msg: Attempted to access index 9 from array ‘Inventory’ of length 0 in ‘/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C’!
LogScript: Warning: Script Msg: Attempted to access index 10 from array ‘Inventory’ of length 0 in ‘/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C’!
LogScript: Warning: Script Msg: Attempted to access index 11 from array ‘Inventory’ of length 0 in ‘/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C’!
LogScript: Warning: Script Msg: Attempted to access index 12 from array ‘Inventory’ of length 0 in ‘/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C’!
LogScript: Warning: Script Msg: Attempted to access index 13 from array ‘Inventory’ of length 0 in ‘/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C’!
Not sure what the deal is, but the Inventory object starts as length 0 because the inventory is empty. Inventory size integer correctly shows “28”. And when I open the inventory widget i see the right number of empty boxes. But if I try to pick up any item, i get “Inventory Full” log message.
All is well again! For those who may encounter this. When initializing the inventory from the player controller, the route that is removed which populates it with items for demo purposes actually should then route to Server Init Inventory node to initialize and empty inventory.
Ill have to look later, but i would say, add a function in the interface with the input to find item ex. name, the amount needed and output if needed. in the player controller add the event (or function if return is needed) for that interface function you just created. in the inventory component create a function to sort through the inventory array for the item you are looking for and see if the amount is enough, return what you need. then connect it to the interface event or function in player controller. then in your quest component or whatever call player controller and that event/function message call. hope that makes sense.
Hello all, i saw krunkfu and overrated_au post about a crafting system, does this project include a craft system? Could not find so far any data tables or such for crafting. tab 46 line 684