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JCInventory, Grid based jigsaw Inventory for your projects

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    Just want to start by saying that this is a great system and I wish the Unreal marketplace had a rating system so I could give it full marks.

    My problem as simply put as possible - I've created an issue for myself with the way I've implemented spawning Blueprint Actors in the game world. I would be grateful for any advice on how to fix or how to properly implement them using the JCInventory system. Think it's more me not understanding how the system works than anything and the system already has a way of doing it I simply don't know about.

    The project I'm working on his essentially a tower defense game. The player can craft and find items such as explosive mines using the JC crafting system. If you then 'Use' them in the JC Inventory menu you spawn the mine in the game world. If an enemy touches the mine object it explodes causing damage or you can simply pick it up again. All executed in blueprint. It works just as a normal JC item drop would (Like if you drop an ammo box) but I've added in the class blueprint a trigger and explosion on enemy contact with the item.

    It works great and you can create a minefield in seconds. The problem starts when you have multiple copies of the item as a physical object in the world. If you spawn one mine it works as planned - it either explodes if an enemy touches it or it is moved to you inventory if you want to pick it up again. But if you place multiples of the mine either in the level editor or if the player places multiple mines yourself in game at run-time whenever you try to pick one of the mines it adds 20 instances of itself to your inventory and respawns a physical instance of the mine in the world again. How can I fix this?

    I think it's because I'm (an idiot) using the 'Event Use Function' to trigger the spawn which is maybe also fired when you pick up objects in the world? Also because I've added Blueprints on the class level but have done so in a way that conflicts with JCInventory functions in my ignorance of the how to use the system.

    Possible solution I can think of is letting JCInventory handle the item spawn by simply using the inventory drop feature (Not ideal because in future I was to use custom spawning events to fire a trace to align objects to slopes etc).

    Is it simply I don't understand how to implement new items/classes or is there something specific to the way I'm using the mines? Can anyone suggest what I've done wrong or how it should be implemented using JCInventory correctly. Thanks in advance.

    Comment


      Originally posted by Staggerlee View Post

      Heres the new trailer for version 4.10 heading your way

      Hopefully we will see it soon on the market place! If you have any questions let me know, the biggest update was adding a top down template and a name color value to the attributes. (for rare items and things)
      So I bought jcinventory and I want a third person character that can equip weps and shoot but I don't know how to set this up and in this demo it seems as if you have set this up I just bought it and in the marketplace it says that its 4.10 but I don't see any of this in there.Well what actually happens is you go to download 4.10 and theres no ue4 gamesave file just executables. I want that top down example you have with the equip and stuff to learn. Please reply maybe its not out yet idk. Also sense I bought it do I get all the updates?

      Comment


        Hey, I've been trying to implement the 4.10 version into a c++ game with no luck. I've even downloaded the survival game project to try to follow your video tutorials but that fails at the same point too.

        The 'CPPWas Used' event runs fine but when 'Get Player JCInventory Core' tries to run it just silent fails. Pretty hard to debug.

        The player pawn has been set up like in your latest custom pawn video, with the RPC component.
        I've tried to set up the items using the interact function I found and also exactly like in the video. See attachments.

        Is there something I'm missing? I'm a bit new to Unreal Engine so there may be something simple here I'm missing. Any help would be great.

        Edit:
        The inventory window loads fine and the items disappear when I interact with them in PIE.

        Edit: Solved
        I just noticed 'Get Interact Component'. If anyone else is wondering see the last attachment.
        Attached Files
        Last edited by alienbyday; 12-13-2015, 05:35 AM.

        Comment


          Originally posted by Edroen View Post
          So I bought jcinventory and I want a third person character that can equip weps and shoot but I don't know how to set this up and in this demo it seems as if you have set this up I just bought it and in the marketplace it says that its 4.10 but I don't see any of this in there.Well what actually happens is you go to download 4.10 and theres no ue4 gamesave file just executables. I want that top down example you have with the equip and stuff to learn. Please reply maybe its not out yet idk. Also sense I bought it do I get all the updates?
          Hi, I just copied the JCInventory folder into a blank project and set the game mode to which ever demo I wanted to try out. That seems to work fine for testing, but I think there is a problem with the vault package at the moment.

          Comment


            Hello guys,
            i wanna start this conversation giving my congratulations for this great work, i love this kind of inventory.
            Anyway, i'm using in my project, but i found a problem.
            Created my character BP, inside it (in Event Graph) i wrote it to show hand icon http://prntscr.com/9do0fi
            but i have error like this http://prntscr.com/9do2eo and this http://prntscr.com/9do2oh
            Who can help me?

            Thank you

            Comment


              Originally posted by Fabry911 View Post
              Hello guys,
              i wanna start this conversation giving my congratulations for this great work, i love this kind of inventory.
              Anyway, i'm using in my project, but i found a problem.
              Created my character BP, inside it (in Event Graph) i wrote it to show hand icon http://prntscr.com/9do0fi
              but i have error like this http://prntscr.com/9do2eo and this http://prntscr.com/9do2oh
              Who can help me?

              Thank you
              Problem solved, i was distracted and tired....i forgot to create some those functions

              Comment


                Originally posted by alienbyday View Post
                Hi, I just copied the JCInventory folder into a blank project and set the game mode to which ever demo I wanted to try out. That seems to work fine for testing, but I think there is a problem with the vault package at the moment.
                I tried that and what happens is that i can use the gamemode for them but when i hit play nothing happens but staying in place and can't move also don't see much of the world. I'm So confused why it won't work i switched the game mode over.
                Last edited by Edroen; 12-14-2015, 03:09 PM.

                Comment


                  when i create a project in 4.10 it doesnt generate a uproject file so i cant use it in 4.10 at all

                  Comment


                    Originally posted by Edroen View Post
                    I tried that and what happens is that i can use the gamemode for them but when i hit play nothing happens but staying in place and can't move also don't see much of the world. I'm So confused why it won't work i switched the game mode over.
                    Sound like your inputs aren't set up correctly. You can check the characters event graph to see what inputs you need. If your new to Unreal Engine it might be best waiting until epic fix the vault file.
                    I'm assuming Staggerlee is away for the holidays or something. He usually replies faster. Once he's back I'm sure he'll message epic to get the rest of the files up.

                    Comment


                      hi guys,
                      someone made an equip system using this pack?
                      i'm trying to create some equipable items, but don't know how to give a socket (from skeletal mesh) to the same equip slot from inventory

                      Comment


                        Originally posted by Fabry911 View Post
                        hi guys,
                        someone made an equip system using this pack?
                        i'm trying to create some equipable items, but don't know how to give a socket (from skeletal mesh) to the same equip slot from inventory
                        Take a look at the EquipmentSlot widget in the inventory UI, that's where the socket is determined.

                        Personally I'd love to see an addition so that you can override what socket an item is equipped to in the item details.
                        Storyteller - An immersive VR audiobook player

                        Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                        Comment


                          Fabry911, you can use anything you like.
                          in the FPS example i named the socket the same as the widget equip slots name, as n00854180t said. But you can make a enum in the jcitem attributes to see what socket type it is you like for instance!
                          JcInventory, a Jigsaw Grid based Inventory designed in UMG and blueprint

                          Comment


                            thank you guys

                            Comment


                              Originally posted by Momohonaz View Post
                              It works great and you can create a minefield in seconds. The problem starts when you have multiple copies of the item as a physical object in the world. If you spawn one mine it works as planned - it either explodes if an enemy touches it or it is moved to you inventory if you want to pick it up again. But if you place multiples of the mine either in the level editor or if the player places multiple mines yourself in game at run-time whenever you try to pick one of the mines it adds 20 instances of itself to your inventory and respawns a physical instance of the mine in the world again. How can I fix this?
                              Originally posted by unit23 View Post
                              On a similar note, if you want to extend JCItemDataStruct, add new item, hit save on that screen. But then immediately quit-close the project (without saving), otherwise several components will break. Reopen and new added struct item is usable.
                              I've encountered both of these issues. Any word on a fix? I'm using workarounds for the latter; I'll be looking into possible fixes for them both on my end.
                              They broke the signatures so I removed mine thinking it'd be awhile. The signatures work again, but I haven't redone my signature yet.

                              Comment


                                It doesn't work ofr me.It didn't create the project. I hit create project and I didn't get the .uproject file. And it does only on this project. All other work for me.

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