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.
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Originally posted by JohnMack View PostI 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 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 thinkSnap-In Systems: <<< CLICK
| Inventory (Battle Royale) |Smart Select Box | Ready Game Modes | Handy Macros | Gun Weapon System |Simple Mesh Outliner |
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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://www.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 here 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_PawnLast edited by Staggerlee; 08-05-2015, 02:09 AM.
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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.Last edited by atmadaenygma; 08-05-2015, 07:03 PM.
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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 don`t get mouse control like the inventory does, so I can`t 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.
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@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"With that said I made a player controller like in the video, game mode, with no pawn and my HUD"
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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.
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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 !Snap-In Systems: <<< CLICK
| Inventory (Battle Royale) |Smart Select Box | Ready Game Modes | Handy Macros | Gun Weapon System |Simple Mesh Outliner |
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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 ?
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