Hello, as positivity mentioned this system is highly configurable. The inventory slots at this moment are using a “Wrap Box” which you can easily replace with a “Horizontal Box” in the UMG panel. You might have to play with it a bit and tweak some settings to achieve the outcome you need!
Yeah, hehe That’s what I intended to make. I wanted to provide ample functionality for everyone’s needs. If something doesn’t suit you, you’ll just have to adjust some small stuff to fix it!
This what Semitable offers is a core for building your own inventory type. Me for example: I have removed the right click drop and use functions, removed the icon appearing on the bottom of the screen, changed the colours, background, removed the weight function etc. - in summary you can do anything you want with it, it’s is good starting point for developing your own inventory.
I’m partially in the process of doing this (Partially because I ran into an error and reloaded the entire system to try and fix it). I’ve decided to take the “gui_inventory_slot” and format it to look like the “gui_selection”, but with the details I want. Then, in the “gui_inventory” I’ve altered the “Inventory Slot Box” to have a center horizontal alignment instead of Fill, and that pretty much does it. I’m sure there may be a better way, but that was just how I discovered how to do it from playing around (call it an accident).
Hey! Since I learned my lesson when 4.7 came out (broke a lot of BPs and marketplace took too long to update) I am going to release only major updates! So I think updating after 4.8 comes out is a good solution that will both leave me time for adding features and fixing any bugs that might come up (I hope they don’t!) with 4.8!
That seems perfectly reasonable, thanks for letting us know. Guess it’s time to buy so I can start working with it. You really have made a great platform for structuring item classes, thanks for providing it!
I have been interested in acquiring, but I have some doubts
I already got various loot items in my game: how regen, mana, money, free points, perks, wildcards, etc.
My doubt is? First: Is it possible to click on them in inventory then exchange items with another pawn, or equip yourself with them for to use them? I already have various items running in my hud. I just need to know whether to click inside the inventory widget I can consume them.
ie. It is possible to store consumable and equipable items in inventory as weapons, potions, spells, scrolls, Books, then to use or equip yourself with them later?
Thanks a lot for the support man! Really appreciate it!
Hey! You mentioned you have stuff already working on your game. What structure is used? To use the BP inventory system you’ll need to use the structure that I provide (the items that enter the inventory must derive from the GenericItem class and have the defaults set!)
So you might have to reparent your items!
You will be able to consume items by just overriding their respective use function (quite easy!) Wearing items also should be possible but you’ll have to write the equipping functions and framework!
Exchanging items between players should be possible by following the same logic with the container example (and implementing you own game’s logic, like both parties have to accept? or some gold should be needed for each transaction? Should be different for every game, that’s why I didn’t try to add something that would work only on a a specific game!)
So again, about your existing items, you will surely have to reparent them, but if you are willing to do so, you will be able to store them in the inventory! Do know that depending on what your actual implementations of the items you mentioned is, you might (or might not) have to do some corrections, so I really do not know about that!
I’m using character and spell system. I saw that your inventory has various objects types as an example. But I think that is possible implement the functional logic existent into my blueprinted items to any examplified item in your inventory.
How you said, that NPC can act as any container exemplified in your inventory, should be no problem in implement a trading or loot system for spawned itens in dead enemies.
It seems that there is one randon spawner generator in your inventory. This is very impressive. I can to set this thing with any spawnable item.
Yep, i think implementing logic should be easy for someone familiar with blueprints!
Check the examples in the level and you should be able to override functions to do what you need!
Yeah! Your character should have my character as a parent! (But remove the mesh from my character! (don’t try to remove the inherited component, just select None in the dropdown menu)
Also the functions “Trace” and “Pickup” are actually bound to the camera of my character (you pickup items that are infront of you)! If you need to implement it in another template like Top-down, you will have to think what will trigger those functions (maybe a mouse click? or just stepping on an item?) and transfer the functions I implement to that part of your logic!
I got a bit confused with “parenting”, I was scene-graph parenting (“attach-to”) with no luck.
Now I think I should be inheritance re-parenting the blueprint as described in the following link. Is that right?
Hey! Actually reparenting is quite easy! Just open the blueprint (in this case your character) and in the class settings there’s a drop-down menu called “Parent Class” where you can select the parent (in this case again MyCharacter from the inventory system!) Don’t forget to follow the rest of the instructions, like removing the mesh from MyCharacter!
By the way I am upgrading the inventory to a 4.8 version with quite a few new features. Did you guys find any new bugs when converting to 4.8? (I could only find that the inventory slots are way bigger now, something easily fixable by adding a sizebox! for whoever can’t wait for the patch)
Hey! So as far as I can see auto-converting does the job (it just changes the icon’s size which is easily fixable by adding a simple size box!)
So I am going to build a bit more functionality before releasing a new version (since I consider 4.8 ‘supported’)
Did you have any issues with 4.8? Because if you did I would gladly hurry-up the release to fix it!
Well by the time I got around to looking back at your thread I had fixed the random errors and now youve updated to 4.8 which is awesome and added that tool bar so its time to restart my project to accommodate
Basically everything is okay and I love your inventory system!
I sent the new files to Epic last week, and yesterday they said they uploaded everything, but I still get the old files when I download it from the marketplace! I’ve sent a follow-up mail which I hope they’ll see soon and fix it! Were you able to download the new version with the toolbar?
I was able to get the new version by removing the it from my ‘Library Vault’ and re-downloading, then it worked great.
Currently working towards ‘everything an inventory’.
For example: Weapons containers for mods, vehicles containers for needed parts to run and a trunk, crafted items with components as inventory items.
Any pro-tips to pull this off efficiently without needing dozens of edge cases per item?
Oh! Great then! So it downloading it again works! Nice!
I didn’t really get what you are trying to achieve! I think the best way to categorize items is to create classes higher in the hierarchy like I have done with the “WeaponClass” that is between the “GenericItem” and the “Sword”. So if you need to do anything with a range of items I think that’s the best way to do it.
Now if you are trying to create inventories that may contain only weapons, the best way to do it is to add a filter in every insertion function, that filters the items with say the “WeaponClass”. Is that what you are looking for?