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JCInventory, Grid based jigsaw Inventory for your projects

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    the inventory was updated? i didn't recive any update notice yet wtf

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      Just finished watching the first video, very helpful! Before watching it, the numbers on stuff like Pistols etc or why they grow if I equip something else, didn't make any sense to me. Now it does make sense and the guide on how to change this behavior for different kinds of items will surely save many people a lot of time.

      The speed at which you recorded this after my post is just incredible!

      Alright, so I've watched the 2nd Video, after all the System does work as Jack said. I just got a different vision of Quick bars in my mind which doesn't match the implementation. However, it's good to have the videos, as they show what the quick bars are, how they work and what they are not. In case anybody else wonders how to clear a quickslot -> rightlick on it.
      Last edited by AlexW88; 06-25-2015, 09:20 AM. Reason: Update

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        Originally posted by Axxi View Post
        the inventory was updated? i didn't recive any update notice yet wtf
        I had to go to the marketplace and redownload it

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          Originally posted by abxyxx View Post
          I had to go to the marketplace and redownload it
          yea Jack told me, i hope they fix it ...

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            The new version with the Proto hands is up on the market place!

            http://gifdanceparty.giphy.com/
            Last edited by Staggerlee; 06-26-2015, 01:09 AM.
            JcInventory, a Jigsaw Grid based Inventory designed in UMG and blueprint

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              Is the Proto hands the only thing different or is there other stuff?

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                Holy crepe XD stop posting links to evil websites wich break your earphones and heart XD

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                  Yup, that's the only change. There was a bit of miscommunication with updating the files.
                  JcInventory, a Jigsaw Grid based Inventory designed in UMG and blueprint

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                    So I followed the YouTube video to add jcinventory to a custom character but I am having a problem, I am able to pick up items but nothing shows up in the inventory when i do so. Anyone have any ideas what might be causing me issues on this ?

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                      If you have followed the tutorial exactly, it should work. You probably made a little mistake when moving the logic to your character. There are really many things that may cause this, if you copy the RPCGraph nodes or interfaces in the wrong order for example. Without seeing your nodes it is quiet hard to guess what went wrong. If I had this issue I would compare the relevant nodes on my character with the ones on the Demo character and check for any differences.

                      We fixed the pickup problem and a several other Issues in a RC session, most of it related to Interface Events, if somebody else is taking this step, make sure all your events transfered correctly (I think Jack also notes this in the video).
                      Last edited by AlexW88; 07-05-2015, 07:34 AM. Reason: update

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                        Having fun with my custom implementation.

                        I have discovered something recently, I can 'dupe' items by spamming 'E' to pick up items.
                        Will test a vanilla install later, just wanted to get this out there in case others want to investigate their install.

                        Will update soon.

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                          I can't duplicate Items, but maybe I'm pressing to slow. However, this is probably related to the delay you have between your pickup logic and the destruction or removal of the picked item. But if it's the reason I'm thinking, you should be able to fix this very simple by adding a gate node after pickup which starts opened, get closed immediately after entered and opened again when your pickup logic finished, so the picked up item is is removed before you can pickup again. Ofc, a Do once node will just work aswell.

                          I've just tested it, and its exactly like I thought, if you have a delay between adding the item to the inventroy and removing it, it can be duplicated - the solution is just as I wrote above.
                          Last edited by AlexW88; 07-05-2015, 07:29 AM. Reason: Update

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                            How do I get the currently selected weapon?
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                              I guess you mean equiped weapon. Theres a function "Get first Slot of Type" and "Get first slot of Type Details"

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                                Im trying to make it so the shooting functionality isnt inside of the player blueprint, but rather in its own weapon blueprint. But Im not sure how to get it working.
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