Inventory item appears in pause menu but slot doesn't?

Hi guys. I’m dealing with a baffling problem where i have a pause menu which calls a slot widget in it. This slot blueprint contains a box and a number that’s associated with the number of that item you have. So the box and the number come as a package. Yet the number shows up…but the box somehow doesn’t. How is this even possible? In the slot BP the box is visible. Ive added some images of my logic. Can someone please spread some light on this? Id greatly appreciate it.





Hi there,
What is the visibility setting for the TB Quantity text? And when are you calling an update in that variable value?

Is this integer variable correctly updated on creating the widget? If is 0, will show nothing. Else, is hidden by default.

The number shows up when i pick up more than one item luke normal. But the box thats in the same WBP never shows. Im gonna check the visibility now. Thank you once again for coming to the rescue. Or at least trying.

The visibility of tb_quantity is set to visible, as is the box in the slot WBP.

Here a few notes:

  1. Item name may be missing, so the data table row is not going to be found.
  2. You can add print strings to see if item name and row not found are being triggered.
  3. Check if Set brush from texture is not generating a tiny thumbnail, perhaps you also need to set image size X and Y
  4. Check if item image is being correctly found inside the data table. You can add a get display name + print string to check file name is correct.
  5. Check if brush section, Tint color, alpha is zero.

Hi, i realized its because i set the brush texture of the slot image TO the thumbnail of the item, instead of leaving it as a box. I tried making a new WBP which is just a size box and the box image, then displaying it after setting the brush texture i just mentioned. The box shows up but its not behind the item, its beside it. Do you know how i can get it behind it? I have a couple screendhots. I have to sleep now because ive been at this all day. But please let me know what you think and ill reply as soon as i can tomorrow. I really nee



d to fix this. Thanks again, my friend. You’re a huge help.

Hi there,
Yes, you can change the order in which the widget elements are displayed in the hierachy.

OK but they both need to be displayed in the same spot/slot. How would I do that?

Thanks

Hi,
Can you please share your widget layout?




These are my widget Blueprints. The small box inside the big one I added manually. I just need there to be 2 images in one slot. I could just place them there all manually if nothing else will work. I’m just having so many problems I’m lost.

Thanks

Your code seems to be clean, so more likely the problem is related to the widget elements and how they are layout. Have you tried to remove the border? and show only the text? Perhaps the border has wrong style settings; or the text box "TB Quantity has same color for text/foreground and background.

If you need two images in one slot, you want to add an “overlay” to wrap both image elements. Perhaps this is causing the issue.

Oh an overlay. Oh I’m nor sure what you mean to wrap both elements. I’m gonna try again tomorrow. I’m having another problem where the tooltip box I made was working perfectly, I come back after an hour break and now it doesn’t pop up anymore, as well. Maybe you could take a look at that tomorrow? If you feel like it. Honestly I think a lot of this is problems with Unreal. I couldn’t even get a set timer by event node’s event to fire today. So maybe tomorrow Unreal will behave. But if you still wanna help I’ll show you the screenshots tomorrow. I hope you have a good night or day. Thank you

No problem, we can talk tomorrow.
Keep in mind that inventory systems are complex by design and a great source of learning.

Are you following any specific tutorial?

Hi there
Have you ever checked this free inventory system available at Marketplace?
It may help you understand a few core functionalities later on.

Inventory System in Blueprints - UE Marketplace (unrealengine.com)

Unreal Engine 5 - Multiplayer inventory component - YouTube

Hi, yes I’m following one that also uses a button press with line trace to pick up items. Theres another one that’s a spacial inventory like Resident evil that I want to use but it uses item overlaps to pick them up. So I’ll have to use both and try to. make it all work. I’ll probably have questions when I do do that

Oh I’ll definitely check that out. Thanks! I figured out those problems. But I’m sure I’ll have more soon. Just a question, do you know much about optimisation? I’ve don’t close to 15 things to optimize my project but my forest landscape level drops to 15fps when looking at shadows. Everything I did didn’t give me a single extra frame per second. Somethings very wrong but I don’t know what.

Glad to know you’re a moving forward.
Unfortunately, level designing/lighting are not my expertise. I’ll see if I can find anything, but in the meanwhile, let’s see what other devs would suggest.

OK no problem at all, and I sincerely appreciate all your help. I’ll make a post about optimization.