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    Originally posted by Robviously View Post


    I would start with a basic save system, this would be a file saved on the clients machine but would be easily manipulated. If you're good with server and coding. You could use the JSON plugin to securely transfer the information to a dedicated webserver. Since duping and hacking and all that would be quite easy.

    This is no small feat, at least not for me. You may need to hire someone depending on your skill level.

    here is a post on Reddit that will explain more avenues.

    https://www.reddit.com/r/unrealengin...r_player_data/

    I hope that gives you a point in a direction, I wish I could be more helpful.
    Hey Rob,

    Thx so much for your reply. I think you're on the right lines that I need to save the state of the item and reload the reference when the item is discarded and picked up again, or equipped/unequipped. I don't think I'd need to all the server stuff because this will be a single player experience and I think it would be enough to store the items and stats in some kind of array?

    I don't know precisely, which is why I'm asking. I'll keep digging and read the link you sent anyway as I might be misunderstanding you.

    Thx for your help mate.
    Daz

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      so i sort of realised in order to get weapon functionality with the ARPGI id have to set up a weapon blueprint system. im having a bit of trouble figuring out how to actually assign a weapon class to the blueprint. everything ive tried so far has led to a "accessed none" entry in the debug window. anyone here figure out how to set this up?

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        I tried to setup a system where items have a weapon type. Depending on the weapon type, the animation blueprint would use a different blendspace. For some reason, my blendspace isn't "replicating" to the client, even tho the server recognizes when switching weapon types. Any ideas?
        Image of the animations replicating was too big to fit in the post so here's the link to an imgur album: https://imgur.com/a/XxtYd
        EDIT: Got it working
        Last edited by LX3; 11-27-2017, 04:42 AM.

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          Originally posted by NodrawNT View Post
          I'm sorry but I'm really struggling to get this to work on my project. I saw the merge videos but I'm still getting "Inventory Full" errors when I want to pick something up. I read someone had the same error but it was of no help. Can someone tell me if they see something wrong on my world actor bp please ? https://i.imgur.com/dCIxGpH.png

          I'm using UE4 4.16
          I kinda found what was wrong. When I made my project I deleted the "Demo" Folder in the blueprints folder, which for some reason doesn't initialize the inventory for my character.
          If someone has the time and more knowledge than I obviously have, can explain to me what's wrong and why we can't delete the demo folder which I assumed was modular and for demo purposes only, that would be awesome. Thanks !
          Last edited by NodrawNT; 11-29-2017, 06:56 PM.

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            Originally posted by NodrawNT View Post

            I kinda found what was wrong. When I made my project I deleted the "Demo" Folder in the blueprints folder, which for some reason doesn't initialize the inventory for my character.
            If someone has the time and more knowledge than I obviously have, can explain to me what's wrong and why we can't delete the demo folder which I assumed was modular and for demo purposes only, that would be awesome. Thanks !
            Hi, the demo folder contains example content for the inventory if you deleted it in the editor it would of shown assets that are tied to these examples.

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              Someone has a integration video to the MMO kit?

              Nice forum btw, lot of usefull information

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                Hey there firstly wow awsome system. im very new to unreal and realy enjoy the system. Thus i did buy this so that i can start making a rpg game. i have one question how do i start this character without making it using the demo caracters

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                  Hi,
                  Pirate

                  I have migrated the inventory system into my shooter project, it seems good , but i have a strange issue.
                  I cannot see the picked up item in my inventory(Nor icon) or i cannot drag item from container to inventory ,similiar happens when i try to drag on hotbar slot ,BUT dragging from container to equipment it works .
                  Although pick up item works , add item fucntion is good linked..
                  There is no error.
                  I tried to use the basic inventorycontroller ,too with equipemnt character it works good.

                  Any idea what can cause this inventory problem ? :\

                  (I added equipmentinventory component(renamed to PlayerInventoryComponent) and InventorymanagerComponent to MyplayerController , is it okay right ? I just did like the video)
                  Thank you
                  Last edited by Arnesso; 12-08-2017, 10:08 AM.

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                    Since 4.18 I have an issue with the tooltip, all items say they're "head slot" in the tool tip when you hover over them, even if they're shoulder armor, weapons etc. Anyone else with this problem?

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                      I'm having the same issue, I've had several integration issues and took 4 attempts going off the tutorial to get it working somewhat properly, biggest issues I'm running into are tool tip not displaying right, and creating new world actors like a potion for example. They refuse to work, the existing consumables get consumed but do nothing. The only thing I can possibly guess is that it's not referencing the player controller/player correctly. But in my project I call health from the player not the controller so I assume that's part of it.

                      there's also an issue with the eslate visibility going on for interact functions, they work properly but every time you PIE, it throws back the same error 600+ times in half a minute

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                        I will say however that some of the logic is outdated for the current engine patch, I know that when you load the project in 4.18 now unreal informs you to update a node, don't remember which one it was but unreal tells you it's depreciated

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                          Discovered part of the problem, in the video he tells you to insert a delay for 5 seconds at this point, while it sounded like good reasoning.... it causes the HUDReference variable later in the chain to return a null result. remove the delay
                          Attached Files

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                            Originally posted by Nejibana View Post
                            I will say however that some of the logic is outdated for the current engine patch, I know that when you load the project in 4.18 now unreal informs you to update a node, don't remember which one it was but unreal tells you it's depreciated
                            Done that. Will try the above solution as well and edit the result! Kind of need it to work..

                            Edit: Tooltip is still wrong saying all items are Head. I just also realized that all stats are missing as well on every item. I only have Name+"Head" even if it's not head armor.

                            If anyone got a fix for this I'd love you! I'm cracking my "head" up for this.

                            Edit: I've noticed that the tooltip is working as intended if you open up a fresh inventory project, I've set everything up exactly as it is in the fresh project in mine, but the tooltip is still wrong. Really can't figure out why it doesn't work.
                            Last edited by Askyl; 01-04-2018, 01:49 PM.

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                              Good day,in tutorial 'Multiplayer TopDown Kit - Merging The RPG Inventory System'
                              I'm not getting "Player Inventory Component", when doing the set up at 4:59, and the Inventory Manager is only showing up as a Custom Class as an "Add Inventory Manager Component". I followed your tutorial to the letter prior to then. What'd I do wrong?

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                                Hi pirate,
                                just purchased this , ive seen the convert to first person tutorial online by using search on this forum, and will enact that. I am though having issues,
                                As a bit of feedback and request. right now and the suggestion is please can you do a strimmed down tutorial for migration that assumes
                                1 i use the inventory player controller
                                2 i use my own player pawn.
                                which to me seems the most likely scenario for many purchasers anyway. I cant devote 40 minutes to integrate the compoenent and twice that to analyse and test;
                                At the moment when i use the existing tutorial and ignore player controller steps, my first person pawn movement is locked up. I suspect its due to client: initialise components logic in the inventory player controller. I am aware of convert to fps motion tutorial, but it does not carry over to my own pawn seemingly.
                                i need to be able to jumo between 2-3 pawns for multiple play styles, or jumo from first to third person pov, so i dont get why id i use yiur player contoller is suggests non pawn nonportability.
                                Maybe there is something in the 40 min tutorial i missed but the complaint its organisation. Maybe put the bulk of it first, then an annex if the person is using their own player controller. Ie that if im ignoring large sections of it , there maybe something i missed due to thinking 'ignore all changes to player controller'

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