There a lot of bugs and I know it. Just post here your issues and I’ll fix them.
Duplicating items is a known bug and I’ve fixed it already. As I mentioned before, I’ll update my inventory and record a setup tutorial after 24.04. Just wait a bit, ok?
And do not be so angry… I have no profit from this system and have load of other stuff to do, so just be patient.
No ones angry. I even went in and fixed some bugs and was going to post the solutions here to make your life easier but as soon as I updated to a new version of ue4 everything I fixed broke and then some lol.
I went through and built everything manually and only used his inventory as a reference. Its time consuming but it really helps you understand his system. This system is really flexible. I’ve already started adding the ability to add containers, limit player movement when inventory is open, line trace item highlighting and pickup, and the ability to view the character in the inventory like this: This domain has been registered for a customer by nicsell
Do you have it working in 4.8.2? I have an error I cannot fix ofr the life of me where the InvChar-action struct in the InventoryMacro cannot be broken and Set Members in InvChar-Action gives an error too when I try to call it from a BP. I have every other part of it re-built for 4.8.2 and plan to re-release it.
I’m sorry, but my inventory, probably, will work with errors now and it is a bit hard to implement. I’m going to make all of these using Components, instead of macros and function libraries. After this, all you have to do then is to add Inventory Component to your character and use it.
I’m really sorry, that this inventory works really bad, but I promise, I will fix that.
Hi AlFlakky, thanks for this project!, Are you really apologizing? you are offering generously this (and other things) to the community, that is more than the majority are doing!
So thanks again and i am learning a lot studying projects like this.
I just opened it in 4.8.3 and it killed my computer. Everything except sound froze and I had to restart lol. Its even buggier than before. The triggers now act as collisions and push items away, picking up an item will make it fill the entire inventory except for the first slot. Too many bugs to list.
I haven’t even thought about using components to make an inventory. I’m curious to see how that is going to work.
As broken as this is it is still better than the new inventory system that the guys on epic did in their support stream.
That is really weird. I do not have anything like that and everything works fine. Maybe you did implement it wrong or something…
Anyway, I have started working on the second version and it will be written from scratch, so there wont be so many errors (I hope so :D).
Thank you for your support, by the way. It is still my largest project (except “Dilation” game), so I want to do my best on it. But please, be patient, it’s totally free, so I work on it in my free time. It might take time to finish new version.
I’ve been working on version 2 for about a week now and technical stuff is almost done. I can defenetily say, that now it is 100 times easier to use and implement.
Here is early screenshot, that will show you the idea of using components. Of course the idea is pretty much the same as Movement Component. http://s1.uploadpics.ru/images/-1anwqNXVe.png
QUESTION FOR MARKETPLACE (in case if moderators or managers will see it):
My inventory is free for everyone, but can I release it on marketplace for like 10$ incase if someone want to support me and pay for it? I’m asking because description of this marketplace item will contain next text: This inventory is free. Buy only if you want to support me and what I have done. You can download it here: Link.
Or smth like that… I know, that Epic does not allow free stuff yet, but what about donation purposes?
Wow that was quick. This is looking very promising. If putting it on the marketpalce doesn’t work then you might want to consider www.patreon.com or https://gumroad.com/
Both allow you to sell your stuff per project.
I dont know how you set everything up so this might not work but it might be beneficial to add the “Max stacked items” to the item blueprint or provide an override so that it can be specified per item or item type.
I’m sooo sorry. I have a work to do, so I’m busy to work on my inventory. I’m done with inventory it self, so you are able to implement it to your character, pick up stuff, drop it and stuff, but there is no storage support yet and sort/filter/search. I’ll try to make all the important stuff and release the alpha of v2, so you guys could test it earlier.
No need to be sorry. You’re making one of the best inventory systems out there so its bound to take a while especially when you have other responsibilities. Good luck!
I just want to say thank you for your hard work on this system. The fact that people like you in this community are willing to give away examples FOR FREE so the rest of us can learn is the number one reason I chose Unreal for my project. Keep up the good work and thanks for your generosity!