Right click inv item

Can’t answer that as I don’t know how it’s built. If you want an image to show the icon:

332019-screenshot-6.jpg

how would i change my inventory in
order to use border but still keep it
connected to everything i have

Technically, you could make the button Hit-Test Invisible so it can’t be clicked and place a transparent (but Visible) border on top. This way the button serves as a glorified image only which defeats the goal of having a button in the first place.

■■■■ you really need to make some tutorials on youtube that would get you 1 sub, me XD

i wanna show you soimething

i find it hard to follow certain tutorials becose after a while and after everything going fine for a wile the youtuber starts making something that dont make sense to me and i belive there is a better way but im too dumb to even comment about it, for example few days ago i was cheking nice border type inventory with slots and everything was fine untill the guy uses 3 types of blueprints just to open and close inventory 0.o, and i thought: w8 in my 1st inventory to open and close is just a simple bluepring that brings the widget to viewport, set control to widget and show mouse cursor, and then to close it its just the inverted function very simple, but the guy was using function to toggle and overrides, and im like confused becose, yea ok my inventory sucks becose made of click but at least is stupidly easy and fast to make it open and close

and the main thing is ive allready finish my inventory and works fine i pick up item that have interactable area, even highlight item showing that i can pick it up, it goes to inventory i can equip and everything database tecnacly done but i wanted so that my buttons would have more option than just stupid left click, but i didnt wanna lose everything that i made until now, i just wanna change my slots from buttons to borders so that i would have more functionality like the right click like i mention, i thought it would be easy just to remove the crappy button and use difrent type instead but when i do that, the items i pick up dont show up anymore, so the question is, how would i change my inventory in order to use border but still keep it connected to everything i have

look at how simple my inventory and equipme

nt window are, and they work perfectly fine

thats the thing besides these 2 i have also bouth of them beying created when you start the game, so even for example is i equip an item without ever opening the equipment window, he will actualy be equiped and stay there when i open it, so nothing gets lost i run into the problem that item whare going to oblivion but i manage to fix it, but it no matter i just deleted everything equipment and inv, i might as well start from scratch

Regarding right clicking buttons, here are some hacks:

And here’s why you shouldn’t do it:

https://forums.unrealengine.com/development-discussion/engine-source-github/42402-are-there-some-ways-to-handle-right-mouse-click-in-umg-button?p=431577#post431577

It’s not great, sorry. Why not create the inventory once and then show / hide.

You create a brand new widget every time it opens?

Why? What happens to the items inside? You rebuild it all every time it opens? Sounds completely unnecessary and seems to be a waste of resources.

dont worrie i dont even bother with icons or beauty at this stage the plan is to make a working game with all the basics/hard part done, after that it comes the fun/decorating/story/maps/icons animations etc… i wanted to make it like this becose I HAVE A DREAM, AND THAT DREAM IS… TO HAVE A DREAM 0.O no jk i just wanted to make a basic game that i could have fun and maybe one day go bigger and make ppl have fun, a game that would have a little bit of everything, combat, leveling, race, board games inside a game, casinos maybe, events and many other things, but everytime i see someone making a game it anoys me a little becose some ppl only care about landscapes and scenarios and using animations from websites like mixamo or characters and they dont make the hard part of the game so the relsult is, they abandon the game after a while. So i wanna focus on the hardest parts 1st like the blueprints of mechanics, then and only then ill start with the less hard part

Sounds very similar to [this issue][1]. The idea is to create the widget only once and then show / hide it; image from that thread:

  • the items can be added straight away
  • no need to rejiggle / rebuild widget geometry (which can be very slow with large amount of complex children and prone to text layout issues, below)
  • it can be updated and force ticked (Force Layout Prepass) when the player cannot see it - helps with text layout
  • it’s much more efficient and easier to show / hide an element rather than remove / add in viewport

Regarding the last bullet point, eventually you may want to create a layered inventory with canvases that can manipulate Z order within their own layer. But this may be irrelevant here, depends on the scope.


Start small, don’t worry about pretty icons, work with placeholders.

Look into how [interfaces][3] work - these are crucial when it comes to simplifying communication and interactions between world objects and their representation in inventories. And Event Dispatchers work great for actor <-> owned widget data exchange.

Here’s a primer on interfaces I posted a couple of weeks ago (the long non-green answer):

The project is attached somewhere at the bottom. It’s not about an inventory per se, but that’s like a building block of a system. Not a tutorial but more of a demo of an approach.

I think I know the specific tutorial he got this from, and I was actually thinking this exact thought when he did it.

anon you are also doing the same function twice here. You can simplify it by pulling the differing variables in question to the begin node. Then just call it and plug the differing variables in on call.