Inventory Examine Interface

hi, i justo bought your blueprint system, i have a question, i imported the blueprint inventory to an existing project, in that proyect y used default fps template and add a grab and drop system from titanic games, on youtube… i add my existing grab an drop blueprint to you project, and now i can not pick up physics objects… the system can co exist with other blueprint systems? there is something that you can advice me?

I’m not familiar with what other system you are using - yes all blueprints can coexist, but will most likely need to be edited in order to work - as well as remove any redundancies that you might right into - like Game Modes, and FP Character blueprints that have custom movements. ETC… My Examine system was made to be modular so if you wanted to use the Examine feature within another Inventory system that is fine, you just need to know enough blueprints to be able to edit the areas that need editing.

thanks for your answer, i made both system work a bit well, i have and issue, when i hit e to action onaction input opens the pickup and examine it, but sometimes block the yaw and roll axis, you can give any idea of what may be happening?

Make sure you are using an existing Blueprint inventory item from the original system… (make duplicates) and replace the ‘sample’ Static Mesh with yours. - Inside you will see a Rotation Null object that acts as a parent to the Static Mesh… During the ‘examine’ process, the Static Mesh is Parented to the Rotation Null temporarily while the Mouse is clicked down, when you unclick, the Object is unparented (but stays in place) and the Null is RESET back to 0, and then re-parented. So you are actually rotating the Rotation Null, not the static Mesh… this eliminates Gimbal Lock, etc. If that Rotation Null item isnt in your BP, then it wont find it, and it wont rotate. Hope that helps.

Hi, I have a quick question. (and urgent one! my project is due in 3 days!!) I bought the pack and have been loving it but when after a while of it being implemented, the inventory actor pivot gets messed up, no longer in the middle of the inventory menu but rather on the bottom. Also when looking at pickup actors, the magnifying glass and outline appear no longer when the crosshair is over the mesh, but rather above it – my scripting experience is limited and I’m not really sure what to do. Thanks in advance.

3RD Person version now available along with the 1st person version in a single package. Video demo for 3rd Person https://youtu.be/9FDJlg5oCJI

Hi OK I bought This Inventory system but big issue for me is number of Item Slots, I try in widget do add more slots and at the graph added more slots’s arrays but not working and other things also didn’t working SO How Customizing number of Item Slots?? basically only 4slot, Before I buy, I tought slots automatically increase but they are just stick…OK? SO how make to increase number of Item Slots??

anyone have modified for support point and click games?

Hello. How can I keep my widgets of life and score open when I open your widget and take an article to add it to the inventory? Your widget closes everything without ever re-opening it. With this problem it is unusable. I have aready disabled all the “Close all widgets” that you have put into programming, but continue to give this problem. I followed what you suggest to another customer to fix it, but it does not work for me because my widgets open them in the level bluprint. That’s why wen I try to reopen them from ThirdPersonCharacter they do not communicate with my programming. I need help. Tks.

Leave the Remove All nodes in there, and simply Add your widget to screen after each one… that way it will stay in the HUD while removing the inventory one.

Pls do this for mobile platfotm pls

This system use “Set Game Paused”? or Time Global Dilation “0”? When examine itens… I need examine itens with paused game.

You can pause the game no problem, Currently it doesnt pause the entire game, just the first person character so you dont move around while the inventory is open. Hope that helps!

Hi, I wonder if there is a separate function to highlight the examine-only objects? Now in the character blueprint I can find the ones for takeable objects and interact-only objects. But I want to call a function in pickup_base when hovered on an examine-only object. And, is it possible to tell if an object can be used when I hover on it? If possible, how can I do that?

Hello! The Examine only objecft does have a specific color when hovering. Are you not getting this on your end? Try loading the original project to see the demo on the Crate which is examine only. It should be a different color then Drawer and the Items that you can pick up and take.

Regarding the Usable - yes, in each object there is a Usable boolean. If this checked before putting the post effect on, you can direct the post effect to be a different color, just like we are doing with the Examineonly and pickupable objects. Hope that makes sense.

Thank you for answering :smiley: And I’ve found a way to realize what I want.