JCInventory, Grid based jigsaw Inventory for your projects

@Rotru I agree that would be really cool! On my next development day i will check out the scope of adding some kind of scripting to the text field similar to this forum or basic HTML. I’m not sure how changeable UMG is in this way, but i will find out and report back!

@Sitrec I indtend to spend one more full wenesday on feature development and then i will be sending it off to epic for QA! So soon i expect.

**@AlexW88 **Thank you for your kind words and some fantastic suggestions, the good news is some of that is already supported! However features are only as good as there documentation and my recording skills are not totally up to par. i intend to get my hands on a much better mic for recording. However some of those features are too project specific and i would rather show tutorial videos then add features to the system, that way the user has the power to extend the system rather then being stuck on what i determine is the one and only way an inventory should work. For example, it is very easy to set up a way to make a container burn and do something to all the items just by making a function that iterates over the array of items and i would be very interested in making that tutorial.

Bags within the inventory, or multi inventories (e.g. multiple bags) is currently supported! I have experimented with this and it is working! As for a quickbar specifically, I think this would be the next logical big feature. I’m not sure i have the time to develop this in this iteration of the system however.
I will also be releasing a tutorial to show how to add a weight system as well as a value system to the inventory. As you pointed out it will bloat the system somewhat, so i think telling the user how to do it very easily helps more as it enables them to add other variables that perhaps i have not thought of!

That is something to think about. My feelings towards code snippets for projects is that i don’t feel right designing more then the structure and teaching the user to build from there, rather then just building lots of systems and having checkboxes for turning them off and on. The reason for this is in my previous experience with using third party systems is that you will need to modify it to tailor your game, no matter what; There are just so many unique and subjective opinions when it comes to inventory systems!
As said before, this could be used as a starting point and well laid out structure for development or even a learning resource. I’m quite happy to show tutorials on how to achive more advanced effects but its one of those situations where there are too many subjective factors to please everyone. If i come up with a way that makes sense to make an advanced system then perhaps i would develop it, but i just want the system to be as clear and unbloated as possible for now. Anyway these are my feelings for better or for worse and id like to know if you all agree or disagree and why.

I will be making videos in this priority order:

  • How to set up JcInventory into your project.
  • Setting up a Item Container in your project.
  • How to add weight or value to objects. Show basic encumbrance system.
  • Multibag set up and feature show off