JCInventory, Grid based jigsaw Inventory for your projects

I would like to see a tut on how to implement this in 4.8 3rd person, I have it seems all the code implemented in 4.8 anim starter pack 3rd person character but the icon to pickup item is not there and I cant pick it up, also the inventory has no grid so I`m stuck.

for the no grid. Check my previous posts about no default pawn maybe you need to add the event begin play stuff after possess. Theres a video on JC’s wiki about it now.

For the hand icon, thats just cosmetic. There’s a “tick” function in the example game that ships with the package. It creates a line trace straight out every tick to see if an item is in range. Just copy and paste that function to a function in your TPS character blue print. Then add that function to your Event tick in the same blue print. make sure your line trace is working as originally JC’s example had the line trace in some functions as a separate function that doesnt copy over.

In general I agree there should be some written docs that go through setting up each thing at a baasic level. I’ve suggested this already. Aside from that and until then though you’re not providing any information to get help to be honest. Is your character spawning on start with a default pawn enabled? Are you spawning a char and then possessing it? Is your hud set up properly? Did you copy all the functions properly?

Screenshots would help a bunch I think

Hey **JohnMack **, everything that thankstipscom said is bang on the money with his responce. Im actually working on some written docs soon. My suggestion with the grid not spawning would be to have a look at this fix for 4.8 https://.youtube.com/watch?v=LBbiNAyGwy8.
Ensure you have your game mode set up correctly with the correct HUD etc as well.

The third person tutorial i am doing will be for implementing it into the third person example provided by Epic. It should be done soon, but there are a few things to think about in how you want your interaction to work. For example, do you do a camera based ray trace or a sphere overlap, and if you do a sphere overlap trace for object then how would a player open a container? what if there are items on the floor in front of the container, if the player clicks *use *how does the sphere know what action to do. I solved these problems in my own way by using a combination of a line trace from the camera and a sphere object on the player. The game will pick up a object from the enviroment if the raytrace aganst a JcItemContainer fails thus fixing the problem in a somewhat intuitive way. Just things to think about and consider for your own game, naturally every game has its own flair when it comes to controllers.

I finished that Documentation, please have a look and tell me what you think! Hope it helps.
http://jcinventory.wikia.com/wiki/Implement_Custom_Pawn

Great, this is the exact Blueprint I need for my game. Do you have an ETA on 4.9 updates?

I just saw in the wiki that it is compatible with 4.9 but in the unreal launcher it said that it was not compatible with unreal preview.

8/5/15
So I just wanted to say I was up and working with this inventory and this time I really took my time and watched all the videos on it and I got this working all on the 3rd person animation starter pack with the default UE4 3rd person animation as well all on the UE4ASP character… Now I did not set-up a gun socket or anything like that cause I just wanted to get all the inventory to show n work I it does in the demo… With that said I made a player controller like in the video, gamemode, with no pawn and my HUD…So everything works like demo but not the containers they dont get mouse control like the inventory does, so I cant move them or interact with them… I think I could setup when add gun to socket change to the animation starter pack anim bp them add the gun to socket but anyways… Does anyone have the on containers no mouse control, or any thoughts on what that could be?

Oh ps I really do Like this inventory and think I can build off it cause it seems well thought out.

@atmadaenygma the 4.9 release will be shortly after 4.9 is released (stable build)! I have begun work on the 4.9 build already however and its documentation.

@JohnMack I am so glad you watched all the videos and found them helpful with import jcinventory into your project. Integrating third party software to a project is always a pain, its lucky that JcInventory uses so many interfaces (mostly for historic reasons with blueprints being unstable in earlier builds, but made it perfect for the marketplace) to make it easier for people with existing projects who don’t want to build on the example content. As for the containers- a bit more information would be good. firstly

, in the demo JcInventory has the JcInventoryChracter pawn, no player controller and a HUD, so check your set up . As for the containers, put a break point on the code that executes open container on client and make sure it is being fed the correct actor. is a example of the node in use http://jcinventory.wikia.com/wiki/Implement_Custom_Pawn?file=PickUpItemFunction.jpg.

This is a announcement in regards to pricing,
i have decided to increase the cost of JcInventory to $34.99 as of the 4.9 release. There are a few reasons for this- but mostly i had the price lower as JcInventory was new and evolving with community feedback. all of you who where early adopters put in a contribution to JcInventory that i really appreciate. i feel it is a much stabler product and the price reflects my on going work with documentation and features.
If you are thinking of buying JcInventory, now is the time before the official release of 4.9.

I will still continue work on JcInventory, including new content every Wednesday, and i will never stop supporting you guys!

Thank you very much everyone.

makes sense from the amount of support you’ve been giving for the price increase.
I checked out the doc. it looks great so far. I just skimmed. I’ll go back to it when I want to rework the container setup and see how your doc says to do it.

Thanks !

Grabbed. Thanks for the heads up on the price increase.

Hey StaggerLee,
I´ve buyed your unique Inventory. First i like your work very much. Unfortunately your Content is Blueprint based. For my Actual Project i need all framworks and foundations in C++ and only dynamic Parts can be in BP.
With that in mind , i try find some “boundary” between The UMG-Part and the Blueprint part. But i cant find a clear line (i think its my “fault”) between the Design and the Funktion.
Maybe i lack only the Overview.
Have you a hint or two for me ?

@AlexW88 What do you think of this :

Prototype.png

It seems we want something similar

Hi, I’ve purchased your Inventory system and i’m trying to implement it into my 3rd person character setup… but i’m having some issues… will there be support in setting this up?

← Still got now custom item to working XDDD

**@-3KD- ** Yes support is available, what are you having a problem with? have you checked the documentation?

ok I have setup and followed the available support… I can now get the Inventory window to appear on my character and Im able to pickup the Items… however they do not appear in the Inventory window once ive picked them up…

I want to combine the player from this asset with my one, but well… it would take years and centurys. :c
Can you maybe create something little to easily combine this with other creations?

**-3KD- ** Sorry, still need a little more information. How are you adding the items to the inventory? The most common cause of items not being added to the inventory is that there item data is not passed/not set up properly. Check that your items have all there information filled out. What tutorial did you follow and did you have any issues with it at all? i would suggest adding a break point to your RPCAddItemToInventory node and checking it is receiving no NULL values to ensure your game logic is all working!

**Kanizitas **, if it would take a long time to move your code onto the first person pawn, why dont you move the code from the first person pawn into your pawn? You can see me do just that in my Survival video series and i accomplish the task in 10 minutes. It does however require good knowledge of unreal engine (know what a game mode is, know what a HUD class is, know what a pawn is and how they all relate), Blueprints (know how to make your own ray traces and game logic) and blueprint interfaces (The system using interfaces to enable you to switch out its components, but if your new to interfaces this could be hard to follow).

if you know all that, the code on the first person character can really just be copied and pasted, then modified to suit your game, as i did in the survival seris as well as the third person pawn written example on the wiki!

**Methusalem **, hey- bad news is that this project was made for the market place before C++ was supported and was made specifically for blueprints. However the good news is you can check my Survival series tutorial on how you can link C++ and blueprint together. I am working on a similar system done all in C++, but im not sure if i will make it public as i have enough trouble providing support for this project!! Hope that helps!

Ye sure im god and have created everything in C++.

Give me an extrem facepalm.

Its all Blueprints. Forget it.

Isn’t it in the blueprints section on the marketplace? I would think they wouldn’t even allow hybrid systems on the marketplace under blueprints section to make sure there is no confusion. Also to make sure that “add to project” is easy and doesn’t require adding c++ classes on top of the actual bp system. Seems clear to me.

**-3KD-: ** Does your inventory window have the grid at the bottom? the little squares? It took me a solid two days to get it fully integrated into my TPS game which has a lot of code already. I was hoping for something super easy to integrate but ended up having to actually put a lot of break points in the system and follow it’s logic all the way through to really understand it. It will take some time to get a grasp on how it operates since you didn’t write it yourself, but once you do, it’s pretty easy to customize and extremely scale-able.

I can confirm it definitely does work as is though and with the docs provided by the creator it works integrating into an existing project at a basic functional level so with that in mind the issue must be somewhere in your integration steps, if you want to get more specific help, you need to give more specific details as to what you’ve tried and what your setup looks like. Screenshots, or a video showing your bueprints is a good first step. If you don’t want to share that info just yet, I would highly recommend going through all the steps in the documents and/or the videos again. Take your time. Instead of trying to copy and paste all the functions, recreate them instead so you’re sure you didn’t miss anything. Or copy one at a time.

hey guys, this is a message for all the people interested in the C++ example,
i released i never published the video between video #2 and #3
so is video #2.5!! Enjoy!

for new users, i just wanted to say that this series is an advance tutorial series to help users who are already established with C++ and want c++ implementation examples. Jcinventory is 100% blueprint and requires no C++ knowledge, but if you are a C++ buff i hope this helps!