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JCInventory, Grid based jigsaw Inventory for your projects

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    Is there anything blocking the asset from working with 4.11 or was it just not officially tested for 4.11 yet?

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      Bought it, migrated into my 4.11.2 project. Got the inventory to work, however I can not pick up items (even default ones).
      This is how I installed it, following the 4.9 video. However my pawn is an FPS character, but that should not make a difference.


      Click image for larger version

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      Is that a known bug caused by engine version 4.11?

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        An updated documentation would be nice. The 4.9 video suggests only a few steps are needed to get it to work, but the example file characters have way more things going on. Also a chain of instructional videos that forward you to another video a minute is confusing. There should be one written or video instruction that fits the actual version that is available. Now I would like to know if

        a. something went wrong while I was following this tutorial: https://www.youtube.com/watch?v=XtHvfT9oZxU

        b. I still have to transfer the existing code that looks important from the fps character to mine, from the example files

        c. Or whether that video only is supposed to make the basic inventory screen work, without the item interaction
        Last edited by black cat; 05-04-2016, 07:40 AM.

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          Got most of it working by fishing out the functions in JCInventoryCharacter. Except for the yellow outline, which does not show. Also the example code does not compile on 4.11

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            And after each in editor play, most of the widgets suddenly require being saved and some show compiler warnings about casting. This is not working as advertised. I am going to take a look at the other inventory solutions on the market place.

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              Originally posted by black cat View Post
              An updated documentation would be nice. The 4.9 video suggests only a few steps are needed to get it to work, but the example file characters have way more things going on. Also a chain of instructional videos that forward you to another video a minute is confusing. There should be one written or video instruction that fits the actual version that is available. Now I would like to know if

              a. something went wrong while I was following this tutorial: https://www.youtube.com/watch?v=XtHvfT9oZxU

              b. I still have to transfer the existing code that looks important from the fps character to mine, from the example files

              c. Or whether that video only is supposed to make the basic inventory screen work, without the item interaction

              I have a project with this thats on 4.8 and then transferring all the functions to the existing character was needed and it was a bit of a pain.
              I have recently added it to a 4.9.2 project and followed the 4.9.2 video and was able to get it working pretty easily with the 4.9.2 video as described. I didn't have to port any of the functions over for it to be loaded.


              Bought it, migrated into my 4.11.2 project. Got the inventory to work, however I can not pick up items (even default ones).
              Pick up function needs to be built in the character though. Thats natural. I mean, you have to map a key to make it "do the pick up"


              Click image for larger version

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              Last edited by thankstipscom; 05-04-2016, 10:38 PM.
              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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                I got the pickup to work, but the outline and the hand icon never shows. I checked all the functions I recreated 5 times. This means the problem has to be within the code commented as:
                Check for item to show hand icon. This links to a interface function in the jcRPCComponent
                Checked each function, the main graph, each connection and each variable. Is this a bug or am I overlooking something?
                Last edited by black cat; 05-05-2016, 04:02 AM.

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                  Originally posted by black cat View Post
                  I got the pickup to work, but the outline and the hand icon never shows. I checked all the functions I recreated 5 times. This means the problem has to be within the code commented as:


                  Checked each function, the main graph, each connection and each variable. Is this a bug or am I overlooking something?
                  you need to add the outline material in your postprocess to get the outline , try to learn a bit unreal before buying complicated stuff, mostly all the inventories and bp's in the marketplace require some medium unreal engine knowledge

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                    first of all THIS

                    Originally posted by Axxi View Post
                    ...mostly all the inventories and bp's in the marketplace require some medium unreal engine knowledge

                    second: (in char BP this is old but should still be the same. ive never tried setting up the outline. wasn't made yet when i first set this up)


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                    make sure the show hand icon fucntion IS in the HUD you're casting to ...obv.
                    Last edited by thankstipscom; 05-05-2016, 11:32 PM.
                    Snap-In Systems: <<< CLICK
                    | Inventory (Battle Royale) |Smart Select Box | Ready Game Modes | Handy Macros | Gun Weapon System |Simple Mesh Outliner |

                    Comment


                      Originally posted by Axxi View Post
                      you need to add the outline material in your postprocess to get the outline , try to learn a bit unreal before buying complicated stuff, mostly all the inventories and bp's in the marketplace require some medium unreal engine knowledge
                      When an asset is demonstrated in a video on the marketplace then it is assumed all the features in it work in the example. Then there was several videos that, a minute into the video, point you to a new version. The guide on the wiki explains all in great detail, but at the top of the page refers to a 4.9 video. That video explains how to set it all up easier than in previous versions. However it leaves out that you still have to add in a lot of things manually. So after the initial confusion on what video guide to use I had to manually fish out all the functions and carefully recreate them in my own character. And I assumed the outline was part of that, somewhere buried in the JC functions, almost none of which have tooltips that explain what they do. This created quite a bit of confusion and was not just a 15 minute install like the shop description advertised. All of this could have been avoided if there was a written or video guide that explictly explains all of the parts that have to be manually ported. Someone who is actually new to UE4 would have had far more difficulty porting the code over himself. And a warning that it is indeed not a quick 15 minute install would have managed expectations better.

                      The functionality of the code is great, but the documentation and commenting of the functions leaves some room for improvement.

                      Comment


                        Hey guys, It was brought to my attention that there is a small bug in the drag widget in 4.11, my apologies! I will release a hot fix as soon as i am able to, but expect a post soon with the blueprint code to modify.

                        Known 4.11 issues:
                        - The drag widget is the wrong size currently (too large).

                        I also received some mail asking about what specifically 4.11 updates, and the answer is MOST of the inventory front end -The keystone of the change is that the inventory payloads are held server side now meaning 4.11 was a major refactor in how the inventory works. If you are making a single player game and have already gotten far with JcInventory there is NO NEED to update! But if your running a multiplayer game then it might be a good idea (extra security and lag control). At this point blueprint is still a pain in the big toe to upgrade (im not sure epic can or will ever make this easier), but if you wish to merge the new changes specifically look at the JCInventoryController component, JcEquipSlot (OnDrop) as well as the JcInvSlot (OnDrop).

                        @blackCat: Point noted and i would agree with you, time to update some of that documentation i think! My apologies for my documentation causing you unnecessary pain but im glad you got it sorted now. If you dont mind ill send you a PM as id really like to get more specific feedback on where i can improve it.
                        Last edited by Staggerlee; 05-16-2016, 10:20 PM.
                        JcInventory, a Jigsaw Grid based Inventory designed in UMG and blueprint

                        Comment


                          Originally posted by Staggerlee View Post
                          Hey guys, It was brought to my attention that there is a small bug in the drag widget in 4.11, my apologies! I will release a hot fix as soon as i am able to, but expect a post soon with the blueprint code to modify.

                          Known 4.11 issues:
                          - The drag widget is the wrong size currently (too large).

                          I also received some mail asking about what specifically 4.11 updates, and the answer is MOST of the inventory front end -The keystone of the change is that the inventory payloads are held server side now meaning 4.11 was a major refactor in how the inventory works. If you are making a single player game and have already gotten far with JcInventory there is NO NEED to update! But if your running a multiplayer game then it might be a good idea (extra security and lag control). At this point blueprint is still a pain in the big toe to upgrade (im not sure epic can or will ever make this easier), but if you wish to merge the new changes specifically look at the JCInventoryController component, JcEquipSlot (OnDrop) as well as the JcInvSlot (OnDrop).

                          @blackCat: Point noted and i would agree with you, time to update some of that documentation i think! My apologies for my documentation causing you unnecessary pain but im glad you got it sorted now. If you dont mind ill send you a PM as id really like to get more specific feedback on where i can improve it.
                          It's the rpc component not the JCInventoryController that was updated (misspelled), thx for the info and the update!
                          Last edited by Axxi; 05-17-2016, 08:08 AM.

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                            Cheers Axxi!
                            JcInventory, a Jigsaw Grid based Inventory designed in UMG and blueprint

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                              Does the 4.11 version flawless merge into a 4.12 project?
                              Or do you have a new version for 4.12 in the pipeline? If so, do you have any schedule?

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                                the only bug i see so far in 4.12 is this node disconnecting after every restart of the editorClick image for larger version

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