So, I just posted this in the released project forums. Thought I would let people here know about it since this is probably where most people come for blueprint checking.
This is 100% blueprint.
Things working:
Stacking Items
Item Split (Currently splits with a round to the lowest # being split, in the case of decimals division)
Item re-stacking
Deleting items
Can split items multiple times.
As far as my teams testing this is pretty much full proof from a concept perspective at this time and we would like to show it off for the time being.
Features to be added:
Ability to move the inventory to the place you enjoy
Right click functionality (With the means of usage, and the ability to equip items) - Not soon as we still need someone to model and fit the items to the size of our main character.
Ability for the inventory to dynamically update with inventory scaling (Feature the we might add to our game depending on how we want to introduce progression).
Item Tooltips (Next on the list of features to be added).
A large portion of my system will be included with Savaikun’s system (Drawing Textures, highlighting, etc). Beyond that I am happy to discuss more about how I am handling my inventory if you would like me to help with that. I am not sure I will have the time to fully produce a set of tutorials on how to design my inventory system - But I might consider how to start the basis of item handling (Something small and specific).
A tutorial covering Creelin’s system will/should be released this evening. Stay tuned. He was kind enough to show me the easy and superior way of doing it, so I’ll do the dirty work for him. LOL
I had an idea this morning for a suggestion: using arrow keys to navigate the inventory by highlighting different items (and maybe opening a submenu for combining or examining), and number keys/action mappings to select hotkey items. Just thinking ahead for possible portability to consoles.
Excellent tutorials though. This might be looking too far ahead but it’s just about the only thing I think that can make it even better.
I just noticed you said you needed someone to do models of items. I’ve been teaching myself just that. I use Blender but I’ve gotten models to import to UE4 to scale before. Let me know if you still need that, I’m looking for work haha
Creelin, how did you add the DropItem into your inventory. I’ve learnt 's tutorial and also Savaikun’s tutorial but I can’t seem to get the items to drop and respawn in world with Savaikun’s tutorial. if your able to help it would be appreciated.
Im trying to setup this inventory system with my own textures and im not sure which numbers do what, i need to know where does it get set for the placement and where is it set to say how many columns and rows there are. Im not entirely sure where to start to get the hitboxes in the right place and to make the button overlap to be in the right place, if you or anyone else could reply back and tell me where i should start that would be greatly appreciated
If you figure out the right click functionality would really be interested on how you achieve it. The Event Receive Hit Box Click events don’t get called with a right click, only a left click, as far as I know. Right now I’ve got my system working pretty much to the same level, but I want to add more functionality with the right click. Anyways, let us know if you figure that out!
is anyone available to help me with this, i followed the tutorials and kind of finished the inventory, however there are still some bugs savaikun never solved. such as when an item is dragged from inventory to hotbar, it dissapears. be great is someone could finish off this system