Complex, slot-based inventory system

Thank you! Your videos have been a huge help, Much appreciated and keep up the good work :smiley:

Thanks Dave :slight_smile:

Part 14

Link: [Eng] Slot-based Inventory System: Adding Obtain Notifications #014 - YouTube

After 13 videos, the player still receives no feedback when he picks up an item. In this video we will change that by creating a notification widget and updating our add item function in the inventory class. Also we take a look at animations in UMG in order to make our notification look more interesting.

Part 15

Link: [Eng] Slot-based Inventory System: Implementing different items #015 - YouTube

Because there was a question in the comments, i decided to show how you can add different functionality for different items before we go ahead and add the hotkey bar in the next video. To give you some examples, we implement a health potion that is removed after it is used as well as a map that can be read as often as you like. Further we fix a bug that allowed us to throw away quest items by dropping them on the main widget.

Part 16

Link: https://www.youtube.com/watch?v=XCMjn2sFGzQ

Due to the fact that i have to recreate my finished project we will currently not deal with the hotkeys. For 4/5 videos i will show you how to implement things that were posted in the comments (so if you want to see anything particular, leave a comment :O). Today we create a basic equipment system for weapons and polish the look of the health bar from last episode.

loved yours video I wonder know if it would be possible you make a backpack system for example the character has its inventory and if I equip a backpack I have one second inventory and can transfer items between them.

thank you and continues with excellent videos

I will show how to extend the inventory at runtime so that you can add slots to it during the gameplay if that is what you mean.

what i said is more like a container that i can open in character inventory., like dayz or h1z1.

thank

Alright i had a look into h1z1’s inventory system and i think that it will not be that hard to implement a bag system. So i will hopefully be able to upload a video showing you how to do it :slight_smile:

amazing thank so much

Part 17

Link: https://www.youtube.com/watch?v=Jis2g9IRBxE

After fixing two minor bugs, we take a closer look at sorting the inventory according to the category of the item and the amount at the slots. Further we create a function to alphabetically compare two strings and add the ability to sort items by their name.

keep amazing work =)

Part 18

Link: https://www.youtube.com/watch?v=xt9FgpGOPOM

Today we implement a basic weight system that was requested in the comments. Also we add a weight cap so that our player will be slowed when carrying to many heavy items.

Part 19

Link: https://www.youtube.com/watch?v=ZHJ3rJX8_Pg

In the next three videos we will create a crafting system as many of you requested. Today we do some preparation work which includes adding two new items, setting up recipes and extending our inventory functions.

Part 20

Link: [Eng] Slot-based Inventory System: Designing the Crafting Menu #020 - YouTube

After we finished the preparation for our crafting system, we can now go ahead and desgin the crafting menu and different sub-widgets that will be created at runtime to populate our crafting menu.

Part 21

Link: [Eng] Slot-based Inventory System: Adding the Crafting Functionality #021 - YouTube

Today we finish off the implementation of a basic crafting system by adding functions and variables for all of our different widgets. Further we define a key to show/hide the crafting menu and modify the “add item” and the “remove item at index” functions so that our crafting menu will be updated when one of these functions is called.

Part 22

Link: https://www.youtube.com/watch?v=-4IaZfw-PwU

This time we add 2 new features that were requested frequently in the comments: Firstly, we setup a very simple currency system and extend our inventory widget to display the current gold. Secondly, we modify the way of picking up items so that now the player can see which items are assigned to which pickup actors. Also he can press “E” to loot nearby pickup actors.

Part 23

Link: [Eng] Slot-based Inventory System: Adding a Merchant #023 - YouTube

In the next 2 videos we will create a merchant where we can buy new items and sell our old ones. This time we add a value to all of our items and start with creation of our merchant.

Merchants are good. Thanks for the immense tutorial sessions, very helpful.

Thank you for watching it^^