JCInventory, Grid based jigsaw Inventory for your projects

It seems I was mistaken about my second point, I had something set up wrong on my end. The SoundOnDrag sound does not fire by crafting with either item, so this works as expected.

The next point about the SoundOnPayloadReturn playing when you don’t use up the whole stack is technically correct since the rest of the stack is returning to your inventory, but depending on what sounds you use for the SImplePlaySound crafting success and the SoundOnPayloadReturn, it can sound odd having them both play at the same time.

Hi again Staggerlee,

I’ve been continuing to mess around quite a bit with this inventory system, and I’ve come across a few other things:

  • Changing the value of “Range for Open” in the “JCItemStash” blueprint doesn’t seem to have any effect on the range you can open the stash from, but I noticed this only in the demo level you supply. In my own project it seems to work fine…

  • If you drag the character inventory (or any of the bags) to the right side of the screen, the tooltips for items in the slots near the right go off the screen.

  • If you drag a window to the right of the screen and then make the main game window smaller from the right side, the JC window doesn’t automatically snap back in view unless you grab/drag the JC window, so it’s possible to “lose” that window completely off the side of the screen unless you drag the main game window back out. If you try this from the bottom of the screen it does snap back up, although it is possible to lose the top (draggable) part of the window this way, and there seems to be no way in this case to get the window back in view. 's a video showing both these points: - YouTube

  • If you open both test backpacks and then close the character inventory window, only one of the backpack windows closes and the mouse cursor goes away giving you normal game control again, but with an open backpack window still on the screen.

You may already know about these 4.8 warnings:

  • In 4.8 there are 2 compile warnings in “JCDragDropPayload”, and 4 more in “JCItemSlot”: “Play Sound is deprecated; Use the global function PlaySound2D instead.”

  • In 4.8 there’s a compile warning in JCInventoryCharacter: "‘JcPlayerInventory’ is already a “JCPlayer Inventory’, you don’t need Cast to JCPlayerInventory .”

Just letting you know guys, doing the port to 4.8 now!
I intend to add all the known bug fixes, but its pleasing to know that 4.8 fixed a lot in itself!

Now you should be able to make JCInventory work from right clicking the project file and selecting launch or playing from stand alone build. There was an issue before in this mode with 4.7 of variables not passing on spawn for some horror reason that epic seems to have fixed! Heads up **SIG **! Your request should be working fine now!

All in all the port is going smooth and i look forward to pushing the bug fixes. Would also love to add a few more features such as a easy way to handle random spawns and a few other things.

Hey Akka, thanks again for your notes! Once again, very well written and explain. You have no idea how much i appreciate detailed testing like that.
I had however fixed most of those things in 4.8 and a few more. The port has been pretty easy in 4.8! Its very exciting!

As for the windows, JCInventory wont be able to support any aspect ratio, just the main ones and anything that is not too letterboxed. This is due too many limitations, but mostly, If you distort the window to some strange ratio (example ratio 2:14) it will scale the elements but they will not stretch relative to the view port rather it apply the scale uniformly to both the x and y of the widget (this is based on observation, so take it with a gain of salt). What that means is that in unusual aspect ratios the widgets themselves can not fit on screen because there is simply no room for them.

However, i can improve this a lot! I’m sure I can add in a command that makes the UI windows snap back to where they can be seen whenever the view port changes in any way ( Need to research this! ).

Will keep you all updated!

Hi, has ANYBODY got this working on Mobile Devices Yet? The inventory works perfectly fine on PC, but when i launch it on iOS, things are missing.

** is a picture of it Working Perfect on PC**: Imgur: The magic of the Internet
And over in this picture is a screenshot on iOS, the inventory is not working on iOS in this picture: Imgur: The magic of the Internet

Any help will be greatly appreciated! I Think it’s a texture issue. Or the widgets are not spawning properly maybe.

Please make the 4.8 fixes available.

Having a heck of a time getting anywhere with it in 4.8.

The changes have been made ArsDigita, but i’m sure it will take time to surface onto the MarketPlace.
I have some new surprises coming for you all :slight_smile:

@gotgrassct Im afraid i don’t own a mobile phone so i cant support IOS, but i would be curious to know how it functions. You would need to add Touch input for starters i assume?

Great!

Thanks Staggerlee, excellent system you have created, while a bit beyond my comfort level, I’m making progress and very happy with the results I am getting.
(Apologies for the all too brief request post, was just looking for the 4.8 fixes on the wiki to apply to my customization’s, but its all good, plenty of other things to work on until the update pushes through!)

Anyone looking for an excellent inventory system, I strongly recommend the JC system, working great in a tpp set-up.

@ArsDigita thanks for the kind words! Means a lot!
4.8 came with many small changes. If there is need for already games deep rooted with JcInventory to have a run down of the changes i could make that happen but it will take some time to make. It also wont have access to some new content that’s coming in (TbA).
I feel the pain, blueprint makes it very hard to update systems because you cant really just paste it over the top. For any systems that are deeply entrenched and wired into JcInventory please send me a PM and we can have a chat. I will need to be updating my own project so we can pull teeth together.

I dont integrated it deep yet so im fine if u just finish the standard one

Jcquickbar update

JcInventory Quick bar Release

This build is a direct response to the fantastic feedback and advice from the community at the unreal engine forum, thanks guys! JcInventory has been updated to 4.8 fixing many bugs as well as some delightful feature creep. You guys asked for it; the Quick bar system for JcInventory! These new features are completely free as a sign of appreciation for all the effort that has gone into helping this release.

Additionally JcInventory now has much more functionality exposed with many helper functions to let you get the results you want faster. Including a simple to use random loot system, many functions to help handle the players equipment and easy to use dynamic re-sizing along with many other smaller changes.

  • The Quick bar of course!

  • Easy to use Random loot drops

  • Easy to use Dynamic inventory size.

  • Many new helper functions

See the changes : https://.youtube.com/watch?v=RbIgpG5kh8E

Thanks Guys!

To be made available sometime very very soon!

Woo quick bar and dynamic resizing! You are sick man!

Bugs fixed? SHow us

Any tutorials on how to make different basic weapons? If a weapon is equipped show this mesh and such. The provided example is just showing/hiding a mesh.

The new features look great. Any idea on when this will get updated?

@justin654 There seems to ber a lot of requests for this. Doing a system like this is separate from what JcInventory is. Weapons and weapon firing is a whole new kettle of fish and can get pretty complicated. The reason i have not made a tutorial for such a thing is because they are already around! However i continue to get contacted a lot so there must be a hole in the knowledge available (most of it is in C++ for starters) about this request so i will make my own tutorial and hopefully it can help people. This will be the next tutorial i make (it will be a pretty long one)! For the example i would like to use the Animation Starter Kit provided by UE4 as everyone has access to it, but there is currently an issue with it so i will need to wait until it is solved.

@ Afraid not, but the files have been approved. Epic seems to batch all the market place updates together so maybe on Wednesday would be my guess?

As people have asked, is an example added to JcInventory on how to attach a mesh to a socket when you Equip a weapon.
It is not a very complex system. It is 100% aesthetic.
I will make a Tutorial on making a blueprint weapon system sometime as there seems that there is not a beginners blueprint tutorial and i am happy to help!

i wanna combine this with realistic blueprint weapons i think it will work great

Nice to see this advancing! I just started toying with it for a few minutes and found several shortcomings related to the new Quickbar feature:

  1. When I have multiple Items of the same kind in my Inventory and Quickbars it adds the sum of these items on them. E.g. If you have 2 Pistols in your Quickbar, each pistol will have a “2” drawn on them. If you have 3 of them, each will have a “3” on them. If I have something at slot 1 and a Pistol at 2&3, it will add the numbers if i Press 1, if I Press 2 or 3, it will hide the numbers. If I have a different Item on slot 1 and pistols at slot 2,3,4 it will draw a 2 on every pistol by default, and draw 3s on them, if i press 1.
  2. I don’t know the exact cause of this yet, but when I put a rifle on Slot 1 and 3 Pistols on slot 2-4, all Items in the Quickbar become undragable.
  3. When you add a Silencer to the Rifle while it’s in the Quickbar, it won’t update the quickbar icon.

Regarding No.3, the Ideal Solution for me would be, to have the Items inside the Quickbar removed from the Inventory. In addition to that, I would also like to have it removed from the Quickbar, when it gets equipped. If a different Item is equipped through the Quickbar, the last equipped one would ideally try to get back into it’s own Quickslot, if that slot is occupied now, it should go back into the Inventory, and if the Inventory is full, it should throw out some error.

Did you update your project yet? If not, and theres interest from various people, how about something like a twitch live stream, where you would update your own project and people may ask their questions? If you’d read interesting questions and answer them, the recording of the stream would surely make a nice addition to your tutorial videos which may be helpful also for any later update that may come.

Also you might want to show people that theirs quite some “documentation” available. Currently I don’t see this noted in either the marketplace description, or the project file itself. So placing some links to your Wiki in the marketplace description and/or the project might be a good idea.

Hey AlexW88! Glad your enjoying it. Should be far more steam lined.
I believe the system is responding how it should be and everything is working as intended. Good tools require good documentation however. I have just finished recording a video inspired by your questions and it is uploading to you tube now!

In regards to the quick bar there are many ways one could handle its functionality. The main thing stopping me making a quick bar for first release was i could not find a design i was happy with.
I’m happy with how it works currently, but i hope the videos i provide will help you set it up to be right for your own game. Good luck and if you have questions send me a PM!

As for a twitch to do the update, that sounds like a really good idea! If anyone is interested please PM me and we can begin to organize a time that’s best for everyone. I am in Australia but am happy to shift my body clock to whatever the majority of people would benefit from provide work allows it. It wont be right away as we are still stuck on 4.7 for a bit longer (close to a milestone, so its too risky right now).

Will edit this post when the videos go live!

Video one:

Video Two:

https://.youtube.com/watch?v=EKCA-kt4XRQ