UMG Inventory Tutorial Help.

Does anyone know how to fix it so it doesnt freeze when i click a button.?

Ok thanks for the info.

First. Your Buttons work. Because you can see the “Equip” on the Button.
Second. Your “Actions” variable of the Item is not filled. Show me where you set the Actions Text of your Item.

I mean the place where you put the text that should show up, not the variable plugged into the Struct.
Somewhere you must have typed in a text for that variable.

The “Action Text” Variable inside your Construction Script Screen. Did you actually typed something in for it?
I guess it is just empty.

It does have “Equip” typed in it which is what the button should say but doesnt.

Okay, would you mind putting your Item into your Scene, selecting it and checking if the same “Equip” is listed in the Actor options on the right side of UE4 Editor?

If yes, there is a problem in between the contruction and the inventory. Then please provide me with a picture of the blueprint code where you pick up and assign the item to an inventory slot.

Somewhere needs to be the error where the action text is getting lost >.<

[=;222357]
Okay, would you mind putting your Item into your Scene, selecting it and checking if the same “Equip” is listed in the Actor options on the right side of UE4 Editor?

If yes, there is a problem in between the contruction and the inventory. Then please provide me with a picture of the blueprint code where you pick up and assign the item to an inventory slot.

Somewhere needs to be the error where the action text is getting lost >.<
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Yeah it has it typed in the item details.

Pickup

Add To Inventory

hey again,

have you already debugged with breakpoints?

If not, you really should use them.
Another thing i would like to see is

I would recommend set up a breakpoint on the Inventory Slot clicked event -> so the break will trigger and you can run every node step by step afterwards and then checking the values of all your variables and references.

When you tried to print the Actions text i assume there is a NULL Item in it, and with NULL there wont be any default values like “Equip” either.

[=;222520]
hey again,

have you already debugged with breakpoints?

If not, you really should use them.
Another thing i would like to see is

I would recommend set up a breakpoint on the Inventory Slot clicked event -> so the break will trigger and you can run every node step by step afterwards and then checking the values of all your variables and references.

When you tried to print the Actions text i assume there is a NULL Item in it, and with NULL there wont be any default values like “Equip” either.
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If it is a Null in Action Text how do i fix it?.

[]
If it is a Null in Action Text how do i fix it?.
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Well, sorry it could be saying None but its the same (or even Value = ) :slight_smile:

i assume you are at the point to break the inventory slot, right? can you hover over the item pin instead of Action Text?
If this is saying NULL as well, you have a problem in your Inventory.

None of the pins say Null or None.

Ok, I just re watched all the tutorial again and i still don’t see anything wrong. So either i’m missing something or he forgot to explain something.

It seems everyone who followed the tutorial has some type of bug. Epic if you see this can you make a videos to fix these issues. All of the comments on the video are people asking for help.

Hi everyone,

I am not at the office today, however I have added this to a list of bugs to test and will check into it tomorrow when I am back at the office with a computer that can properly run the editor (unfortunately my home computer is under-specced for development).

Ok, Thanks.

[= ;223581]
Hi everyone,

I am not at the office today, however I have added this to a list of bugs to test and will check into it tomorrow when I am back at the office with a computer that can properly run the editor (unfortunately my home computer is under-specced for development).
[/]

Have you found a way to fix these issues?

Its been about a week and a half and i still have not managed to fix these two issues. I have re watched and followed the tutorial sever times but it all ends the same.

My two problems are.

1: The Action Text does not appear for the item.

2: When i click Use/Drop nothing happens on either button. It does the same thing the cancel button does. Just closes the Action menu.

(I fixed the freezing of the inventory by checking the box on Inventory Active.)

Does anyone know how to fix this or have the same issues?.

I recently completed this “tutorial” as well. It was really bad. Very little was actually explained. They only thing you learn by watching that series is how to follow his directions. But like so many other people, I ran into numerous issues. Between almost every video he made changes to the blueprints and didn’t mention them. less than half the variables that needed to be public were shown in the videos.

Anyways, I eventually got it to work, just like in his video but I noticed an issue. I confirmed that the issue is not isolated to my BP’s by downloading the completed tutorial project and seeing that it was there too.
Basically, when you pull up the inventory you have to actually click somewhere on the screen for it to begin reacting to your mouse. Just opening the inventory and hovering the mouse does not change the icons to the hovering state, unless you click the mouse somewhere on the screen. The same is true when you close the inventory. You have to click before you regain control of your character. I suspect it is linked to the tip at the top left of the screen that pops up saying “Press Shift+F1 to gain mouse control” and “Click for Mouse Control” for you want to switch between the inventory and character control states. These messages are not anywhere in the blueprints. I thought they might be exclusive to the building phase of the project, but the issue is still present on the built .exe game.

[=R3volve;229839]
I recently completed this “tutorial” as well. It was really bad. Very little was actually explained. They only thing you learn by watching that series is how to follow his directions. But like so many other people, I ran into numerous issues. Between almost every video he made changes to the blueprints and didn’t mention them. less than half the variables that needed to be public were shown in the videos.

Anyways, I eventually got it to work, just like in his video but I noticed an issue. I confirmed that the issue is not isolated to my BP’s by downloading the completed tutorial project and seeing that it was there too.
Basically, when you pull up the inventory you have to actually click somewhere on the screen for it to begin reacting to your mouse. Just opening the inventory and hovering the mouse does not change the icons to the hovering state, unless you click the mouse somewhere on the screen. The same is true when you close the inventory. You have to click before you regain control of your character. I suspect it is linked to the tip at the top left of the screen that pops up saying “Press Shift+F1 to gain mouse control” and “Click for Mouse Control” for you want to switch between the inventory and character control states. These messages are not anywhere in the blueprints. I thought they might be exclusive to the building phase of the project, but the issue is still present on the built .exe game.
[/]

I downloaded the project and checked everything and my stuff is exactly the same as the project. What issues did you have and how did you fix them?.

[=Firezown;229903]
I downloaded the project and checked everything and my stuff is exactly the same as the project. What issues did you have and how did you fix them?.
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Too many to count I am afraid. I did not keep track.
Most of the issues I fixed by reading the comments on the page. Others, I just had to redo steps because they simply didn’t function, probably due to a bug. For example when you make the animation for the inventory sliding out, the “Auto key frame” button was grayed out, and I had to go back a step, delete and re-create the animation for it to become clickable. The engine still feels like a beta to me, but according to the wiki, it has been in development for 8 years or something. If there was a better alternative out there I would use it. Unity is poorly optimized, looks like ****, runs like ****. All the unity powered games on android look awful, run poorly, and destroy your battery. Cryengine as a service is worse. You can’t do anything with it except level design. Everything else with it is broken and undocumented. As much as it sucks, Unreal is the only option for people that want to make a game worth playing.

Hi everyone,

I am sincerely sorry I haven’t been able to look into this yet. Due to the crazy weather we’ve been having here at the main office my schedule and tasks have been in constant flux. As soon as I am able to fit it in I will take a look at this and see what I can do.

Don’t know if i’m blowing my own trumpet here but you can lay down the red carpet as I have arrived with the fix. So after seeing this thread for about a week I decided to download the demo. After about 10 minutes of figuring out how it all works I believe I know what the problem is.

Check your inventory slot numbers start from 0. Failure to do so will cause it to get the information in the next slot (which if you only have 1 item) would be empty causing the action text not to display and the drop/action buttons to not work.

slot 1 will be 0, 2 will be 1, 3 will be 2 and so. Hope this helps. :slight_smile: