I’m trying to be fully transparent with the development of this template and my other projects.
The current progress and next steps will be updated frequently here and in the GitHub Project that i’ve created for this project and creating a GitHub Issue per bug/enhancement/etc.
I’ll also comment out the issues with the current progress and reference each commit by the issues and related branches, as you can see:
I’m currently implementing and testing a new (and free) inventory system based on Data Assets with Load/Unload managed via Asset Manager. Sounds interesting, but I plan to explore more ways before releasing it.
In the image below I was testing a Package Actor (like a bag item or something similar xD) and how the current progress handles simulated “trades” between the package and the player’s inventory. Everything is going well, maybe this is a good thing? xD
Currently implementing a Editor Module to help users manage the items directly via this window.
Also created a separate repository to this plugin: lucoiso/UEElementusInventory
The Inventory System is still a work in progress but there’s some features already implemented, and a lot of adjustments were made in the entire project.
And also, the working branch is working well with Unreal Engine 5.1 Preview 1! : )
Your project seems to big for github by now. “This repository is over its data quota. Account responsible for LFS bandwidth should purchase more data packs to restore access.” See error below while cloning it.
$ git clone git@github.com:lucoiso/UEProject_Elementus.git
Cloning into ‘UEProject_Elementus’…
remote: Enumerating objects: 13860, done.
remote: Counting objects: 100% (1066/1066), done.
remote: Compressing objects: 100% (642/642), done.
remote: Total 13860 (delta 421), reused 948 (delta 381), pack-reused 12794
Receiving objects: 100% (13860/13860), 168.15 MiB | 12.52 MiB/s, done.
Resolving deltas: 100% (4502/4502), done.
Updating files: 100% (616/616), done.
Downloading Content/Main/Blueprints/Actors/Interactable/BP_Door.uasset (154 KB)
Error downloading object: Content/Main/Blueprints/Actors/Interactable/BP_Door.uasset (d1f3798): Smudge error: Error downloading Content/Main/Blueprints/Actors/Interactable/BP_Door.uasset (d1f3798909ea6d43c199f227d62d40950b0506224f3e544a29a89f9b41c6a799): batch response: This repository is over its data quota. Account responsible for LFS bandwidth should purchase more data packs to restore access.
Errors logged to ‘C:\GameDev\UEProject_Elementus.git\lfs\logs\20221105T122141.8549583.log’.
Use git lfs logs last to view the log.
error: external filter ‘git-lfs filter-process’ failed
fatal: Content/Main/Blueprints/Actors/Interactable/BP_Door.uasset: smudge filter lfs failed
warning: Clone succeeded, but checkout failed.
You can inspect what was checked out with ‘git status’
and retry with ‘git restore --source=HEAD :/’
Oops. In the last few days, I was talking to GitHub support to reduce the consumed LFS storage quota (because the project was consuming way more than necessary and they only provide 1gb of Git LFS quota for free), in the process I forgot to buy 1 additional data pack. xD
Now, the project is currently consuming only 183 MB and there is bandwidth quota available, the problem must have been fixed!
You can now clone the project and use the command to initialize the plugins that are added as submodules:
Thanks for responding that fast. Build with ue5.1 source, works great. Thanks! That said, here is some constructive criticism. I am not a fan of enumeration to set abilities. Valley of the Ancient Tech Showcase had a great way to add abilities to an actor with input mapping and input actions. A pretty good explanation: [UE5] Episode 08 - Modular Gameplay Features (Abilities) | Gameplay Ability System Basics - YouTube . His github project is in the description below his video. All credit to: Leonard Parisi Keep up the good work! I hope the little github injection also helps
I’m currently using a plugin I created during Unreal 5’s Early Access (UEModularFeatures_ExtraActions), but unfortunately, I haven’t added any relevant updates until then. I’ll start working more on this plugin and apply some similar things to improve usability, including the choice to use or not enums. : )