No crafting included.
I am having issues loading up the project initially. It gets stuck at 45%. Iâm trying to load using 4.24.3 of UE4.
Hello!
Thanks for the great content!
I have couple of questions about merging Inventory project to my own TopDown Twin Stick project.
- I canât get outline working even when Iâm close to the item. Eventually I managed to make interaction with these items, but the outline doesnât show.
- I have rotation with mouse in my inputs and right now the project overtakes mouse movement and I can rotate my character only if I hold mouse button (left or right). How can I disable UI interaction?
- I donât need mouse cursor on the HUD, please tell me how to hide it.
- I want to use Right Stick of Gamepad to rotate the character and it doesnât work. Help with the gamepad will be appreciated!
most of the movement controls are in the player controller. Same with hold mouse button down to look, the player controller over rides player character controls.
Can someone tell me if the server parts are needed for the rest to function or can I strip those parts out/disable them?
If you are doing a single player game you can leave in the server calls as the client is the server then.
Hello, iâm watching their migrating tutorial, does anyone know where the event or function is that reads the players inventory and fills the UI with it? Iâm working on a crafting system, i can create a crafting inventory like the inventory component, that seems like the core of all inventory. Fill this crafting inventory with items from the players inventory, scan through it to see what i can build or craft. Then once an item is crafted the item is removed just like how when you right mouse click to use the item, removes from inventory. Seems like similar logic of using an item like eating an apple or bread.
So lets say 4 ferns crafts flour, then apple and flour craft apple fritter, or flour makes bread. I would have to read in the players inventory, add a field to inventory item or item information, for IsUnlocked? bool . Create a data table with an array of required items and the field is unlocked, think iâm almost there but i need to read in the players inventory.
Trying to integrate it with the Talent Tree Builder project.
to get player inventory array, get player controller, cast to inventory player controller, get inventory manager, get player inventory, get inventory. You can make a function in the interface to make it easier in future. Creation/refresh of UI is all done in Iventory manager, which has access to Inventory component which is where your inventory array is.
Hope that helps
Cool thanks, looks like most of the logic or fucntion is already in the inventory manager. Found these CheckInventoryForItemAmount, TryToAddItemToInventory, TryToRemoveItemFromInventory. Probably make a datatable then with arrays of required items, isunlocked?, amount,etc⌠A Crafting Widget, then leverage the Inventory Manager Functions, Events. Basically i think the craft system would just be using items, remove them, then spawn an item like how loot is spawned in a container by placing it back into the playerâs inventory.
Few questions, are you using your own character and controller or the ones from the ARPGIS?
Did you migrate from Inv system to your project?
Check that you moved the whole âinitialize characterâ ( ithink that is what it is called,) from the rpg controller begin play to yours. looks like the hud reference is not set correctly
I use the third person character from a new project as I am testing and donât want to ruin my actual character and made an own controller (do you need a controller? I not seen anyone in any tutorials using one so far). I did migrate from Inventory system to a new project as per clip on youtube about migrating. I will check that and see if I may have forgotten something.
Anyone else getting this on launch of game on Android? 4.25.3
Update: I unhooked the construction node on the hotbar ui widget. The game will now load and all other inventory functions are working correctly. I just need to figure out how to fix the hotbar issue.
I fixed the issue with the white item slots. Now I can only drag items from loot container into the inventory/equipment but not into hotbar. Nothing can be dragged into the hotbar and nothing dragged into inventory/equipment can be dragged out. Just using the box asset. Any idea why that happens? Nothing else changed apart from the white item fix.
I got the hot bar working by duplicating the inventory. I duplicated all functions and custom events(renamed them with hotbar instead of inventory), duplicated all local variables and created new variables if needed for every duplicated function.(renamed them with hotbar instead of inventory). Replaced all the functions with the correct new hotbar functions that were duplicated from the inventory functions. After everything is said and done, I can now set the size of my hot bar, add and delete hotbar slots. You will need to write your own blueprint code from here to drag items from one inventory to the hotbar inventory, how you want items to work when you drag out of hotbar inventory and how items are used in your hotbar inventory. In my case, I want to write the blueprints to work how the inventory system originally worked as far as hotbar goes. I am now able to deploy to Android and avoid the hotbar crash in 4.25.3
@mattxordev1 @MauganKhaine Do you want me to post my hotbar? It is basically a copy of the skillbar I think.
I am ok. It was actually nice learning how to duplicate the player inventory. Now slots can be added or removed and items are stored in separate inventory arrays per type of storage(Hotbar, storage bank , player inventory ectâŚ). It opens the door for other types of storage.
Okay, so I use a single inventory, except for the stash which operates partially on own functions. Providing an entire extra inventory for the hotbar feels not very efficient.
If you donât mind. All I want is that you can drag items like potions and food and such into the hotbar and use the numbers keys to use the corresponding slot. As for now, I canât drag Items from and to the inventory nor equipment panel but can drag from the container into the inventory and equipment panel. I know it was possible before I fixed that issue with the inventory slots being all white so you couldnât see the icons. After I fixed that according to this forum, dragging and right clicking in the equipment panel to unequip stopped working. And I fixed my issue that the inventory stopped being displayed. Turned out it was the equipment panel which I extended to 20 slots that caused the problem.
The way this inventory work is, the equipment slots are counted first, thus when you increase the size you have to adjust also the equipment slots, for example inside the HUD Inventory Layout / EventGraph. Will post my hotbar later.