Complex, slot-based inventory system

Just wanted to add my thanks to you for this tutorial series. I’m a web developer so I already have an understanding of using logic and all to build things but Unreal has sooo much in it that I’ve found it daunting to figure out where to start in learning it. I’ve gone through nearly all the Unreal tutorials and found them great but lacking in more depth and practical application. Your series has really helped me understand how to use the various things Unreal can do together to create something practical I will be able to use in my game. I’m only on episode 9 but very much enjoying this and work on a video or two a night. Keep up the great work this is very helpful and I love that you’re adding more to address things others are looking for as they also help me figure out how to do things I’ll also be wanting in my game.

Thank you for your kind words sazigirl. I also started with all the different tutorials on youtube and found most of them lacking depth just like you. That was exactly the reason for me to start this series and hopefully extend the offer of practical tutorials for Unreal Engine 4. If there is anything particular you would like to see added to the project feel free to post it here or on youtube. Best regards,

Part 28

Link: https://www.youtube.com/watch?v=KCn1OPZIkPA

Custom Mouse Cursors: http://www.mediafire.com/file/5hjnkddaet8vhke/CustomMouseCursors.rar

In this episode we deal with some different topics than in the rest of the series: For example we take a closer look at setting up custom mouse cursors that change when you hover over certain objects (like our pickups actors). Further we add the ability to right click on a pickup actor to move close to it and pick it up and finally provide the functionality to move all of the items in the storage back to the inventory by pressing spacebar.

Amazing series, thanks a lot!

I suggest you put a link to this thread on the videos description.

You’re welcome!

Only thing that pops out at the moment is testing. I know you’ve shown doing some in game testing use buttons. But I like others I’ve seen on the forums with a PHP background am struggling to connect how to take the PHP unit testing experience I have and figure out how to implement something like that in the Unreal engine. I’ve struggled to find anything really explaining how to use the automated testing tools in Unreal. I’ve also seen several like myself asking is there any way to do mocking or that sort of thing but I’ve seen no answers to those questions. So perhaps an episode at some point on how you test things out in a more automated way would be very useful to me and probably to others.

This is truly incredible. You’re so generous to not even charge for this.
Do you think you’ll end up doing any other kinds of tutorials, not related to an inventory system, in the future too?

I actually might need to implement it in my system…But i’m not sure if i have the time work it out myself.
Which version of unreal are you using?

Hey sazigirl,
so if you are talking about testing Ue4 stuff you would just play the game and see whether everything works or not. Also there are certain debugging commands but i would have to look them up.

I am definetly planning to do another series after the inventory system. Maybe i will have my community do a straw poll on what to do next (e.g skill tress, dialogue system, ai, …).

I am using 4.12.5 but it should work with any later version of the engine.

dialog system, please :wink:

How about equipping armor and how to build a widget for displaying what armor / weapons are equipped and a “paper doll” to preview your equipped appearance?

There is already a video on equipping and unequipping for weapons in the series. It exactly the same procedure for armor. A widget to display the currently selected weapon will soon be added hopefully^^

Part 29

Link: [Eng] Slot-based Inventory System: Creating an Equipment Window #029 - YouTube

In the former videos we added the ability to equip and unequip weapons to our character. However there was no way for the player to know which weapon he had equipped currently since the equipped weapon was just removed from the inventory. This time we will fix this problem by adding an equipment window, giving us information about the equipped weapon, its name and the description.

Part 30

Link: https://www.youtube.com/watch?v=xQRZd44WVKA

Today we first add a function to resize the inventory slots at runtime that could be used when the player reaches a level up. Further we take a look at working with datatables and set it up so that our chest can either have predefined or randomly generated items in it when the game starts.

Part 31

Link: https://www.youtube.com/watch?v=EuTkU2V7-wc

This will be the very last video related to the inventory system series and to finnish off this series appropiately we finally add the hotkeybar to our project. The series was a lot of fun and i will definetly continue making tutorial videos. In some days i will upload a video giving you a link to the released project and present all the different options for the next series. Stay tuned… :slight_smile:

thx very very much for this master class tutorial !!
cant wait to see your next (hope it will be a dialogue system …)
stucki

To be honest i also hope it will be the dialogue system since that would mean the least amount of work for me^^ Still it will be a voting and i will do what people vote for.

Alright for the ones wanting to download the released project i started a new thread for the announcement video:

Please leave comments at the new post!

It is possible to use this inventory in thirdpersoncharacter?