Hello everyone, could you please advise me the most effective way to make an inventory system ?
Hey @BigCambonz!
That entirely depends on what kind of inventory system you are looking for. To help get the ball rolling, can you provide what you are looking for in an inventory system including style?
Any additional specifics you provide may go a long way in solving your problem!
I’ll explain, I’m making a game where the main character uses a computer to perform all the actions and solve tasks that are around the map, my inventory will only serve me for the computer components, my computer, and I would like to make a station where I can upgrade my pc.
thanks in advance
Hey @BigCambonz,
Unfortunately the general role it’s going to play doesn’t lend enough information to tell us what you are needing for your inventory system.
How specifically did you want this inventory system to be interacted with? Is it point and click, tabs that need to be cycled through, just text, etc.? How did you want it to look? Do you possibly have a mock up image or a point of reference that we can look to?
The more specifics you provide, the more we can break down what elements you are looking for.
The inventory should be a single grid, I would like that to pick up objects the character would point to the object and with the E key pick up the object
AFAIK .an inventory is an array stored in your character(every member in the array is an item struct,with like a name ,a price ,a a health,etc).and then have a UI widget to track that array.whenever the array changed,update the UI accordingly.
Hey @BigCambonz,
Okay, so is your grid going to be pointed to on screen and you press e to select the item in a 3d dimensional sense? Like you are looking at the button on screen in a third person view and you press e?
I want to make sure you are only talking about the grid and the inventory ui system / item tracking and not other gameplay details like picking up items which, while important, would not apply to the task at hand yet. While having the vision for big picture is good, we need a full breakdown of how specifically you want your computer/inventory system to work so we can separate and identify all the necessary pieces needed to make your inventory system a reality.
In the meantime, if you are looking to make an inventory grid, check out this non-Epic affiliated tutorial series to help you get started on that portion as well as several other important fundamentals you will need for keeping track of the items, querying, necessary widgets, etc.:
I would like that by pressing TAB the inventory grid will appear on the screen (the items for this grid are the components of a computer, e.g. CPU, VideoCard, Processor etc…) along with it will appear on the side a slot that will serve for the PC (PC is considered as a weapon). When the character’s AIM points to the Item to be collected the words “to collect the item press E” will appear on the screen, and so by pressing E the item will be collected and placed in the main grid. I would also like to add two different locations for a character’s computer crafting and upgrade system.
thank you as always for your patience
Ryan Laley has a good inventory system tutorial. Its the one linked above. I’d reccomend it
Hey @BigCambonz,
If you are wanting to collect items then see them in your character’s inventory as a grid, then the above provided tutorial series should give you the foundation you need . The other functionality should be addressed once your actual inventory system is complete (crafting system, upgrade system, etc.) as those will reference your inventory system.
Separating your systems into manageable parts rather than everything all at once will make completing this task not only easier, but help integrate the parts you need into your other systems.
thanks for everything
Hey @BigCambonz,
Checking in! Was the above the solution you needed? Are you still having trouble with your inventory system?
I haven’t had any problems, but I don’t like the system in the video you linked to earlier
Hey @BigCambonz,
These tutorials are meant to be used only as foundational knowledge that you can modify to fit your needs and are not intended to be a perfect solution. Did you need help modifying it to fit your needs?
The more specific the change needs to be will be helpful, as well as any blueprints you already have.