I also tried getting it to work on 4.10 but the editor just crashes, i did get a older version working which i had backed up it was before the bottom widget was added in. thanks and looking forwards to a clean version.
Just wanted to let you know in my free time i have started to rebuild this whole BP system on a new project on 4.11 PV3, As i need this to work for a project I’m working on.
EDIT:
I have spent the last few days recreating this on 4.11 as it was to unstable to update, and i have sent it to Semitable and he will be submitting it to Epic soon so you guys get it for the newest engine version when its out of Dev builds.
Does this work in UE 4.10? and Download?
Hey! I am happy to announce that finally the blueprint inventory system will be compatible with newer versions of UE4! I just submitted to Epic a working version of the inventory system for 4.11!
I would like to thank OverRated_AU for the crucial help he has provided! It was an immense help since the crash was quite hard to fix! Thanks a lot again!
Hello, First thanks for making this great stuff!
I have a question Now I’m currently working my survival game base on “SGT - Survival Game Templete” and my question is
Do you ever try to migrate theses 2 project togheter ? Cause I’m wanna used this so hard but I’ve try it’s look complicated please tell me how to combine this 2 together
and one more question I’m now working on UE4.10 and have this error how to fix this?
Thanks for help
I just bought your Inventory Blueprint System. It is great. Demo works perfectly fine (v13.1).
My blueprint skills are quite low (that’s why I bought your system) since I’m usually more on the artist’s side of things, so here’s my question:
I could not find any more detailed information on how to really migrate that project. I successfully migrated the files into my project and when I open my GameMode and use your INV_Character as Default PawnClass it works as expected. So far so good.
But what I want is two things:
1.: I do already have a character controller where I want to add the inventory functionality onto. Simple as that. Not using the mannequin that’s given. I tried copying the BP nodes from the INV_Character (and/or INV_Parent) into my character’s Event Graph (end added functions, macro, event dispatcher, etc.), but that didn’t work. I also don’t grasp the Inv_character and Inv_Parent thing - why those are sperated since the whole input actions seem to be managed on the inv_parent.
Is there any documentation/tutorial on this? I assume that is what most guys want to achieve. Using your system on own characters…
And 2.: I don’t want to use the ‘aim on object to pickup’ mechanics but instead add trigger volumes to the items that allow the player to press a pickup button. Just like in mmo’s. Any helpful adivce on this? Can I just delete the whole line trace thing and create a triggervolume over the item and call a pickUp Function on buttonPress? If so, could you give me a hint in the right direction how to call that pickup functionality?
Thanks for a little support on getting my head around things.
Much appreciated.
Hey guys,
For some reason I didn’t receive an email when you posted (I usually get one and reply asap…) @CryDead, I don’t have any experience with the kit you mentioned. Does the crash also happen in other versions of UE4?
@Animjo,
- If you parent your BPs to the inv_controller it should work instantly. You should not copy paste BP nodes since it might break connections (casts) from the widgets… Have you already tried doing that?
- First of all you can safely discard inv_controller for your project. This just enables the mouse. Also you can safely delete the pickup mechanics and replace them with your own. This is done in the character blueprint. In inv_parent everything should stay as is. The inv_parent is meant to have the crucial functions/events for the inventory. The character is actually just a demo/implementation for the showcase that can be replaced. You can call the pickup functionality exactly as the line trace does. Actually you should delete only the line trace part and replace it with a trigger volume event.
Sorry again for the very late response…
Im using 4.14 and for some reason i cant use the action bar when im playing over the network
Error Blueprint Runtime Error: Accessed None trying to read property Actionbar_Widget from function: ‘ExecuteUbergraph_INV_Parent’ from node: Add to Viewport in graph: EventGraph in object: INV_Parent with description: Accessed None trying to read property Actionbar_Widget
Any idea on the fix for this ?
Hey! Sorry about that - this inventory had migrations from 4.4 and its hard to find every new error that popups when auto-migrating…
For some reason, I wasn’t spawning the actionbar on the clients - only on “authority”!
To fix your issue, find the event begin play on the inv-parent, and modify the nodes to this:
The link does not work
Can you see it now? :-/ I uploaded it again
Yes but now i get
Error Blueprint Runtime Error: Accessed None trying to read property Actionbar_Widget from function: ‘ExecuteUbergraph_INV_Parent’ from node: Add to Viewport in graph: EventGraph in object: INV_Parent with description: Accessed None trying to read property Actionbar_Widget
and
Error Blueprint Runtime Error: Accessed None trying to read property Inventory from function: ‘Insert Placeholder into Placeholder’ from node: Remove from Placeholder in graph: Insert Placeholder into Placeholder in object: INV with description: Accessed None trying to read property Inventory
it looks like it works but would be nice to get rid of these errors .
Ok i think i fixed the first error by adding a switch has authoritiy node so …on the squence node i did then 2- > switch has authority (remote) -> Create GUI actionbar widget … i think that fixed that issue.
Glad you could fix the first issue! I will take a look and try to find a way to fix that second warning you mentioned! I can’t get it to fire often enough to locate it though… I’ll do my best
Hi, after purchasing your inventory system I’d just like to say great inventory system! Works perfectly on the demo, but like some other guys in this thread I’d like to add this to my own project and after attempting this there have been a few issues that have popped up I’m hoping you can tell me how to fix. Firstly there is no highlight around items when they are in the level, also when a client opens their inventory it is blank with a zero in the bottom right corner of each box and the client cant see any of the items they have picked up and also cant use or drop them because of this. I’m currently using engine v4.12.5. Would you be able to tell me how to fix these issues at all? Thanks.
Hey Danstarr! Sorry for being late but I never got a notification for your post!
As I said before, the correct way to implement the inventory system to another project is to first migrate it and then:
Hi and thanks for your inventory system.
I have migrated it to 4.15 and have added the corrections you have mentioned, but I still cannot get the mouse curser to select the items, and it is located in the center of the character, instead of in front of it. And even after adding the actions for the character inventory to be viewable, it is not doing so. I am using a 3rd person character.
Ok, so it is obvious you do not check the forums regularly, but you have no web site and no email address, this is not very good support. I am having to abandon your product, and will be requesting a refund.
Ok so for some strange reason when i run this system in a test map dedicated and not dedicated it works fine. Then i created a map for my game and when i run this system again i run into these issues. I am not sure why this is going on but hopefully you guys can help me. I am using 4.16
[video]https://youtu.be/iTUhM3GIS5Y[/video]
the system as given “selects” the item in front of the camera (the crosshair). What changes did you try?
I have given my email address and sorry for not replying here, for some reason I don’t get notifications for this thread… (I will be resubscribing just in case there was an issue with that…)
Huh, that’s quite strange. So it does not work on a dedicated server on your map? But on a non-dedicated server it’s fine? Are you using the controller/character provided? You must use them at least as a parent since all the logic is there. Check it in the game mode… (but I guess that would be a problem in both dedicated and non-dedicated server, but just double check to be sure…?)
The placeholder variables don’t seem to be populated… Could there be something else on your map that could cause this?