Hotbar and Hotbar Slot example Blueprints, and the InventoryLayout, in case you adjust the amount there.
The hotbars are basically copies of the Skillbar and Skillbar Slot. Let me know if you have any questions, or want to see a specific blueprint.
Hotbar and Hotbar Slot example Blueprints, and the InventoryLayout, in case you adjust the amount there.
The hotbars are basically copies of the Skillbar and Skillbar Slot. Let me know if you have any questions, or want to see a specific blueprint.
Hello Everyone, I finally got around to working on setting up this system into my game and fortunately got it all working with a bit of troubleshooting. I added in a new item which pops in properly, connects to the socket and has a proper icon for it. My only issue now is that my item is rotated about 70 degrees in the wrong angle (and needs to be moved about 10 on the z scale so the hand grabs the handle at the proper location). I had tried adjusting the skeletal mesh and that particular item BP itself but neither seem to reflect the changes when equipped within the game.
Is there any way I can make this rotation without needing a third party modelling tool by any chance? (I have no idea where even to start with things like that)
Any help would be greatly appreciated.
Thanks,
Scyclone
@Scyclone not 100% sure what your problem could be as there are no screenshots, but iām guessing your item is not rotated and positioned correctly with itās āworld originā at 0,0,0 (itās transforms all at zero in other words).
Your new static mesh will now have the pivot point set to zero and you should be good to go. This will only work if your items pivot point is at 0, 0, 0 on the level in step 1 when you place it.
Hope that helps.
Heya @Mahluus7 , you make a fair point - a picture is worth a thousand words
Essentially, the axe is attaching to the socket - it just looks wierd in terms of rotations and such. I mean that could lead to a very painful circumcision Iād imagine :P.
Would the information above apply to that?
As an unrelated note, Iāve been working with adding in new stats and such to my items. And I have had āsomeā success thus far.
I added in Damage (Objects) to items that are designed for harvesting (Axe/Pickaxe/etc), as well as Constitution. I updated the itemlist, updated all relevant structures that I can think of and from a mechanical standpoint. It does apply the statistics to the item because it is populating into my equipment screen. For the screenshot example, I have put in 2 constitution for the bladed shoulder piece.
I have narrowed down the issue in that it doesnāt seem to populate āItemToolTipInfoā with the data on my itemās constitution bonus. I did a test on the visibility (and basically set it always visible) and it returned a blank line [further showing me that the āBreakToolTipInfoā for Constitution is returning me no value]. Is there some extra step I missed somewhere or something I can do to correct this issue?
Shoot⦠I came here for the exact same issue. I added a Hunger value, but it keeps returning 0. If I find a solution, I will post here and send you a message.
Okay so I found out where else you needed to hook up your new entries. You need to open the Inventory_Slot, Container_Slot, and Hotbar_Slot and open the Get_ToolTip_Widget function. You should see there where you need to hook things up. Hope that helps.
hi i in need of helpā¦so iāve integrated arpgis and als v4 (GitHub - dyanikoglu/ALS-Community: Replicated and optimized community version of Advanced Locomotion S) into my projectā¦i wanna do when i equip a specific weapon,it will play that weapon aniamtion overlay stateā¦what iāve tried so far is in inventoryitem struct,i added a new element called āOverlayStateā of type alsoverlaystateā¦what this do is when i define the item properties,i can set the weapon to use its overlay state for example,if i equip a bow,it will play that bow overlay stateā¦after that in equipmentinventorycomponent,inventorymanagercomponent in the equipitem,unequipitem,updateequippedmeshes and updatemainhandweapon,i break the struct of inventory item and i set the overlay state( picture below)ā¦i thought this should play the weapon overlay state,for bow it will play the aiming overlayā¦but it didnt and i get this errorā¦anyone know any solution i can do?ping me
my discord:KhaiSaki#1061
Just wanted to say Thanks for this! I have the inventory working fine, but do you think I could work out how to add a bloody item via blueprints - all good, works so thanks again
Itās been 5 years since your original reply to this question. I was wondering if you had ever gotten a chance to re-visit this?
can you please show a tutorial of how to convert a mesh that isnāt made with the ue4 skeleton to one that will work with this system?
i took a look at the items provided and for example, the helmet is floating in the sky (not at 0,0,0) and has some spine bone references??
i did a search and pirate said that it was because itās more professional that wayā¦but doesnāt UE kind of moves attached items along with the bones now?
We did enable saving and loading the inventory and various character stats (location, health, and so forth) to a DB through a java socket server ( via the LE Socket Connection plugin). The socket server is fast but this might more readily be done with some of the modern web methods.
Because of the overlaps between the AdvSocSys and ARPGIS, we encountered many incompatibilities and removed the AdvSocSys. In our application, chat and the player groups should be handled by separate servers and there are much better chat solutions now available
RL has kept me from working on any programming for about a year now and all of this is rusty to me and Iād have to do a major review to recall any of the details.
Hello,
i was wondering if there is some option how to turn on/turn off the saving system. It“s included in this? I am really not sure. If it“s not, how to save all whole inventory?
Has anyone had any success with trying to change out the player controller responsibility to a player state or character? Been working on this for about a week now (been too timid to until now lol)
Iāve nearly got it but Iām not generating an inventory. Iām wondering if a player state is not able to do this
Update: Iāve managed to get the inventory grid to generate from the player state instead of the controller. The controller just calls the UI elements now. Throwing some errors trying to generate the equipment inventory (player inventory) from the player state though. For some reason it is not a huge fan of the idea. Going to do some more tinkering
this project does not have a save system
Scyclone, unsure if youāve fixed your issue yet, but the most effective method to fix this problem would be to export your custom weapon mesh to a 3rd party program
such as Blender and manually adjust the rotation of the skeletal mesh and then reimport. Hope this helps
Maybe this would help. Tutorial - Action RPG Inventory System - Weapon Import/Export - YouTube
Why would you even what to move the inventory from the controller ?
That is a simple fix check the tooltip widget.
Hello! First of all, thank you so much for this inventory system. I managed to migrate it into my project and am nearly there with full integration. Iām just having a few issues with the cursor and object interaction.
My project is a 3d side scroller. Iām not using my own playercontroller, just the InventoryPlayerController. Iāve got to the point where I can open up the inventory, but I cannot interact with anything in my bag or character. Right clicking makes the cursor disappear and become immovable. I also cannot interact with any object set in the world. Any ideas on why my cursor will not interact with anything?
Iām still learning a lot, but any advice would be greatly appreciated. Thanks.
Side note, Iāve disabled some of the third person functionality, and character keyboard movement in the InventoryPlayerController since I will not be using it at all.