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    [RELEASED] Multiplayer RPG Inventory System

    Hey everyone! New plugin is submitted to the Marketplace!

    Recent version: 4.21

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    The Multiplayer RPG Inventory System is great for Client-Server or Single player games, supporting picking-up, equipping, transferring, replacing, stacking, and dragging-dropping items.


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    Easy to follow Client / Server events and structure of the project (InventoryPlayerController, InventoryManager, Components)
    Click image for larger versionName:	InventoryController.pngViews:	1Size:	492.2 KBID:	1453047
    Click image for larger versionName:	InventoryManager.pngViews:	1Size:	508.4 KBID:	1453051

    Many example items (both Character equip-able Static, Skeletal Meshes and World Static Meshes)
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    It seems like another Inventory system like many already being published but there are some minor improvements which are making this plugin unique!

    Features:
    • fully supported Multiplayer!
    • picked up items moved to the Inventory
    • move items between slots in one Container or a slot in another Container
    • move items from Slots to Containers (not a slot)
    • replacing non-stack-able items
    • stacking stack-able items
    • highlight for available Slots and Containers!
    • drag and drop functionality
    • fully supported pickup system
    • checking items with LineTraceByChannel
    • mouse over text on pick-able objects when specific distances are reached
    • outline effect for Items
    • attachments for the character





    Currently I am improving documentation and recording step-by-step video.
    Last edited by Tefel; 11-20-2018, 05:35 PM.

    #2
    Documentation is available here: https://docs.google.com/document/d/1...it?usp=sharing

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      #3
      Demo video available here: https://youtu.be/K1Ku9ozHXQM

      Comment


        #4
        Hi Tefel ,


        Thank you for your support to the community ,appreciated.......


        Interesting stuff ,great work ,especially the support for multiplayer ... although i'm still learning and not making a pro game yet , i'm thinking about purchasing this system to learn from its blueprint functionality ...

        Here is the link to my question about your Chess game on answerhub also : https://answers.unrealengine.com/que...wed-moves.html

        .....and believe it or not right now i'm studying your chess game example blueprint functionality , and i wanted to add something to it , for instance how to decide whether it is black turn or white turn and preventing the click from the same piece color next turn .......but i'm failing to achieve that .........to keep your post about the inventory system clean and respecting you , i created a new topic about the situation here is the link : https://forums.unrealengine.com/deve...e-instructions

        please take a look and if possible i need some advice on how to go about doing it .

        Thank you,
        Best wishes.




        Last edited by Carter10; 06-05-2018, 09:43 PM. Reason: I added also a link to the posted question on answerhub .

        Comment


          #5
          Originally posted by Carter10 View Post
          Hi Tefel ,


          Thank you for your support to the community ,appreciated.......


          Interesting stuff ,great work ,especially the support for multiplayer ... although i'm still learning and not making a pro game yet , i'm thinking about purchasing this system to learn from its blueprint functionality ...

          Here is the link to my question about your Chess game on answerhub also : https://answers.unrealengine.com/que...wed-moves.html

          .....and believe it or not right now i'm studying your chess game example blueprint functionality , and i wanted to add something to it , for instance how to decide whether it is black turn or white turn and preventing the click from the same piece color next turn .......but i'm failing to achieve that .........to keep your post about the inventory system clean and respecting you , i created a new topic about the situation here is the link : https://forums.unrealengine.com/deve...e-instructions

          please take a look and if possible i need some advice on how to go about doing it .

          Thank you,
          Best wishes.
          Hey Carter, thank you for interesting about tutorials and my UE4 works.

          Comment


            #6
            I got much positive feedback, but what I am thinking is also publishing in addition converted classes to code. Logic stays the same because was carefully designed, but some people prefers code instead of blueprints. What do you think? Thank you!

            Comment


              #7
              Plugin got update to 4.20! Hooray!


              Comment


                #8
                Plugin updated to 4.21!

                Comment


                  #9
                  Hey! I wonder if extending it with crafting system would be beneficial for you guys!
                  There is already fully supported multiplayer and trading. So there are not many things can be added to it.

                  Comment


                    #10
                    Originally posted by Tefel View Post
                    Hey! I wonder if extending it with crafting system would be beneficial for you guys!
                    There is already fully supported multiplayer and trading. So there are not many things can be added to it.
                    Is the trading meaning multiple players can look at the same storage container at the same time or is there a trading interface where both parties have to accept an offer and then the items switch inventories? This is not anywhere in the preview video or images. I am going to find out either way because I am buying the it now!

                    Comment


                      #11
                      Originally posted by DK Buzzin View Post

                      Is the trading meaning multiple players can look at the same storage container at the same time or is there a trading interface where both parties have to accept an offer and then the items switch inventories? This is not anywhere in the preview video or images. I am going to find out either way because I am buying the it now!
                      DK Buzzin, it's trading where you can move items to the shared components being observed by two players or to each other.
                      It's just up to game designer and developer if game allows to trade items without additional checks.
                      Because everything is replicated adding additional "accept button" shouldn't take long.

                      Comment


                        #12
                        Hello! So I am using UE4 4.21.2; It says that it is supported on 4.19-4.21 and I am not if that includes the 4.21 patches, but I would assume so!
                        I have everything implemented and working seemingly well, but I am having one issue:

                        When I go to pickup an item I get these Runtime Errors:

                        Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsSW_Player_Character". Blueprint: InventoryManager Function: Pickup Item Graph: PickupItem Node: Add Item

                        Blueprint Runtime Error: "Accessed None". Blueprint: InventoryManager Function: Pickup Item Graph: PickupItem Node: Add Item

                        Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsSW_Player_Character". Blueprint: InventoryManager Function: Pickup Item Graph: PickupItem Node: Server Add Slot

                        Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsWB_World_Container". Blueprint: InventoryManager Function: Execute Ubergraph Inventory Manager Graph: EventGraph Node: Add Slot

                        I have attached photos.

                        Comment


                          #13
                          This is what my SW_PlayerCharacter looks like:

                          Comment


                            #14
                            And I'm not sure if this helps; sorry to spam the thread but I couldn't post all of these photos in a single post because of size-limit! Here's my reference viewer if it helps as well:

                            Comment


                              #15
                              AHAA!!!! I figured it out. Silly and simple answer, but important!! With my setup you can't use "GetOwner" node to cast (or PureCast) to your PlayerCharacter in the InventoryManager. I had to use "GetPlayerCharacter" > cast to "MyPlayerCharacter" (SW_PlayerCharacter) > Convert to PureCast > InventoryComponent, etc.

                              Let me know if this helps anybody else or if you have questions!

                              Comment

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