Complete Skyrim Like Inventory Tutorial

How did you set *ActualSelectedItem *in UI_Inventory?
**Can you drop items from your inventory?

thank you very much for this, i will take a look at it for sure !

wow…epic!

Ill be looking this up!

Thanks for feedback guys - will be looking if everything was added to the Tutorial. There is GrabItem event which is moving physics handle. ( FirstPersonCharacter – Take / Move Item )

Another thing is I have added simple tutorials for moving physics object that you can use to recreate it by yourself. Trying do something by yourself will learn you much more than watching youtube.

People don’t like to read I know that’s why from now on every tutorial will have Live Dev Stream on Youtube which you will be able to follow next to text tutorial.

Hello, i’m quite new to unreal and started following this tutorial, i almost get it to work but still have some issues, it’ll be really helpfull to get any help with them
1st, i can’t get the 3d preview to work although i checked the BP_ItemrecordingActor multiple times and probably i know where’s my mistake but i’m not sure so is this a minus or something else?


2nd, i get these errors although all the text is working fine in the editor:

Refer to my above post with the image, that will fix your errors, for that minus node, that blue thing is a magnify glass, is signifies if the value is watched.

Recheck your rendering actor’s defaults for it’s variables. I missed a negative sign in one of the xyz fields and i change it to negative and it started to work. idk just a thought

@thank you very much for the reply
actually i found that my problem was that i forgot to uncheck the is focusable is the widget_itempreview
every thing is working now exept the spawning of the items after dropping them from the inventory
just one last thing, i think the author forgot to set the Displayininventory variable (resposible of hidding the ā€œE Takeā€ when you’r previewing the item in the inventory) and i wasn’t able to make it work right
here’s a screenshot for more clarification


I changed that bisininventory bool part for my friend, i also changed how his was set up, instead of using the char bp, i use a player controller, but it should be the same for a char, once you spawn the inventory widget using tab, make and set a bisininventory bool in your char/controller bp to true, then in your on key down in the ui-inventory cast to your controller/char and set it to false. Hers some ss.

OnItemSelected

PlayerContoller/Character BP

UI_Inventory

For the dropping of items, i think my error was in something focus-able, but don’t honestly remember what i changed.

edit: Would it be fine for me to release the bp’s i fixed for a friend in this thread? i don’t wanna step on any toes.

of course! feel free!

I have not forgot about releasing my friends version, im just expanding upon it to allow for item use and whatnot, hopefully it will be done soon. I just got a few quirks to steamroll. like the ability to select items equipped on a 3rd person character, although in a multiplayer environment this can allow for stealing items off a friend’s body, which is totally hilarious

Cant finish this tutorial - many bugs in the end, and i cant repair it. Is someone have this inventory system and its working?

It’s a shame this isn’t a purchasable blueprint pack on the marketplace. I’d buy it so quick. Great work by the way. I’m almost finished with it.

Thank You! I missed the negative on the -50x and now it works!

Can anyone help me i cant get any category’s to pop up besides ā€˜All’ i have done everything on this forum and still cant get anything to work, ik you said its better to try figure it out yourself but i have done so much with little reward

helllllllp

http://imgur.com/a/mHpP7http://imgur.com/a/GQUod

Tried this in 4.23 and for the love of god I can’t get it working. I got to the part where the line trace hits the actor (Had to change collission despite what the tutorial says to have the line trace by channel hit), changes the material and displays the widget ā€œhit e to takeā€, but pretty much the rest just ain’t working. My guess is that collissions have changed a bit over the last 10 or so versions?

Did anyone get this to work in 4.23?