Custom Inventory and Items is now available as an Experimental feature in v37.40. We release tools as Experimental to give you the chance to try out new functionality that is still under development. This enables you to try out new features and helps us improve them based on your feedback.
If you have feedback, please post it in this thread. For issues and bugs, please post in the Issues and Bug Reporting forums. https://forums.unrealengine.com/c/172
Would we be able to get the ability to change the item’s rarity to either an existing one or create brand new rarities? I don’t think this is currently possible
Would appreciate it if we got some of the original inventory controls ported over to the new Inventory at some time.
(Specifically the ability for Keyboard&Mouse users to drag the items out of their inventory, and for Controller users to be able to press a drop/split button while hovering the item they want to drop.)
And also while not as much important in my opinion, the Ability to select exactly how many items to be dropped. Like we can in Edit Mode
so in theory the future or current version would be able to create inventory types, that might not need to be “physical items”? like for example an inventory for abilities as “items”? want to look into the UI stuff, but I guess this means the inventory of the player or maybe agent too? or that some is just predefined, might just have to wait what the future plans would be (or experiment with it).
like each inventory attached to said UI widget? and that one entity can be in that UI widget, while holding their own inventory/UI widget, like a backpack? and what replacing the default UI, disable or able to use/add onto existing fortnite UI? to what it would mean to move an item from one UI to another, would assume its totally fine as knowing the type and that it updates, if inventory hierarchy would be a little different (between 2 different player classes).
then my question would be other function stuff, be it like a “item as button”, or “inventory for UI control items” where the UI might have an “inventory” of abilities. as in just another way to do less verse stuff, if that is any good way of doing things. item as button could be an interactive, to open an treasure map UI widget, or books etc. then to “inventory loot pool” for enemies/NPC’s. else would assume this good progress for more variation.
Some sort of setting to use the old inventory UI would be nice. The UEFN style one that appears when enabling itemization doesn’t look great and lacks the functionality the old one has.
Control over the item rarity is coming. It ties into bigger discussions around loot pools, and all that goodness, which is the reason for the delay.
Drag & drop controls also being discussed. 100% agree they are a necessity. Unfortunately UEFN doesn’t have a pre-existing solution here which is why it’s taking time.
Regarding UI, I would expect this to be a major focus once we are happy with the core functionality. As you noticed, with Custom Items turned on, the standard UI is replaced by a custom one which looks close but not identical to the usual Fortnite UI.
The reason for using a custom interface is to allows future customisation. For example: adding a ‘spiciness’ level to items, or displaying 4 different inventories on-screen, one for each hand/foot. With a custom UI that is possible, but not if we limit things to the standard Fortnite UI. That’s the version we are working towards, and it will take a bit longer to get there.
We will of course continue to update the new UI in the meantime, to include more features and bring it more inline with what you are used to. If you just want to use custom items, and don’t want to alter the UI, that should be supported too.
Will there be custom rarities or will we be limited to the ones Fortnite already has? Also, current rarity component appears to drive Rarity off of Tier (which shouldn’t even be a thing as Tier / number of stars is only cosmetic)