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    Originally posted by Cmcginn View Post
    Knaarke, Askyl
    I have before, but it has been awhile. There are a couple of ways to do it, mostly depending on what weapon system you are using. I'll have to look at my projects this weekend to remember how I did it.
    Nice. Would be great if you find the old project concerning this problem. My "weapon system" if any would be like a "Diablo-One" but without equipping meshes just using the items(weapons) as place holder for stats and so on.
    Thanks for your help!

    Comment


      I use the 'Weapon Component' for my system. So I do not use the 'Main Hand' in equipment character to equip a weapon, so the process may be different but the logic would be similar just in different blueprints. Check your current weapon reference is valid, if so unequip, same for offhand, then set new current weapon actor ref, my weapons Enum has a 2H weapon entry, then attach the actor in correct socket. So when ever you need to check weapon type get current weapon actor switch on Enum for Weapon type to determine if you should shoot, 2h attack, 1h attack or unarmed.(if current weapon actor is not valid).

      If you are only using the ARPG inv then I can make a video showing just that sometime. The issue of equipping in the off hand if you have a 1h weapon in main is more complicated.
      Attached Files

      Comment


        hi
        found what seems to be a major game bug. The 'initialise player' event when linked to begin play, in the inventory player controller seems to crash 4.19.2 Game breaking bug, needs a fix asap

        Comment


          Urgent, reply requested re ARPG bug , The 'initialise player' event when linked to begin play, in the inventory player controller seems to crash 4.19.2 Game breaking bug, needs a fix asap.
          happens when migrating 4.18 into 4.19 , or using launcher itself to update prject to 4.19. Can confirm by deleting initialise player it works fine, so its not the rest of the project. Can you put a fix, or at least screengrab of a version of initialise player thwt works in 4.19.2 and i will simply delete old initliase player BP nodes and recreate from you screengrab.
          Needs urgent fix asap as is holding up a project

          Comment


            Originally posted by Cmcginn View Post
            Knaarke, Askyl
            I have before, but it has been awhile. There are a couple of ways to do it, mostly depending on what weapon system you are using. I'll have to look at my projects this weekend to remember how I did it.
            Thanks! I figured it out with the weapon system I use !

            Comment


              4.20 does not work currently. Just tried to upgrade from a blank 4.19 Action RPG Inventory project to 4.20. Instead icons just white boxes are painted. Except at the two iventory slots that has some start items set. If you drag and drop the apple into one of the white boxes it still remains a white box (tooltip does work). You can drag and drop back from the white box into the first slot and it's painted as apple again. That white comes from the "Button" in the Inventory_Slot widget. However I'm not sure why there is no image update on the empty slots anymore.

              Click image for larger version

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              Comment


                Originally posted by Neutronux View Post
                4.20 does not work currently. Just tried to upgrade from a blank 4.19 Action RPG Inventory project to 4.20. Instead icons just white boxes are painted. Except at the two iventory slots that has some start items set. If you drag and drop the apple into one of the white boxes it still remains a white box (tooltip does work). You can drag and drop back from the white box into the first slot and it's painted as apple again. That white comes from the "Button" in the Inventory_Slot widget. However I'm not sure why there is no image update on the empty slots anymore.

                Click image for larger version

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ID:	1503556
                Hi I offer support when i can, I will look into this issue later today and post up a fix if no one else has by that time.

                Comment


                  Here is a fix
                  Originally posted by Neutronux View Post
                  4.20 does not work currently. Just tried to upgrade from a blank 4.19 Action RPG Inventory project to 4.20. Instead icons just white boxes are painted. Except at the two iventory slots that has some start items set. If you drag and drop the apple into one of the white boxes it still remains a white box (tooltip does work). You can drag and drop back from the white box into the first slot and it's painted as apple again. That white comes from the "Button" in the Inventory_Slot widget. However I'm not sure why there is no image update on the empty slots anymore.
                  Here is a fix.

                  Updated to fix the issue with losing the Paper Doll Equipment Slot background icons

                  Replace ItemInformation.icon on the Icon image with a new function with the logic below, create a new Texture 2D variable a name it PaperDollIcon set it to the properties shown in the image and set the default value to the T_UI_Slot, then in the Equipment widget click on each InventorySlot and set the Paper Doll Icon with the image found in the boarder element above it or to your own custom image if you have one, after this is done the the boarder can be deleted, this will needs to be done for all the UMG Slots.

                  Click image for larger version  Name:	 Views:	2 Size:	496.1 KB ID:	1505992Click image for larger version  Name:	 Views:	2 Size:	428.9 KB ID:	1505993
                  Last edited by OverRated_AU; 07-24-2018, 05:42 AM.

                  Comment


                    Originally posted by OverRated_AU View Post
                    Here is a fix

                    Here is a fix.

                    Replace ItemInformation.icon on the Icon image with a new function with the logic below, it seems the image in the brush is now a white square when not valid, this needs to be done on all the UMG Slots.
                    It works well. Thanks for the fix.

                    Comment


                      Temp Fix for the 4.20 White icons in inventory. Hopefully Epic fixes this bug with 4.20 soon
                      For now you can use OverRated's fix posted above. It's not a perfect fix as you lose the Paper Doll Equipment Slot background icons.

                      Go into theContent/InventorySystem/UI/Blueprints/Inventory/Inventory_Slot UMG file and select the Icon element. Then replace the Brush binding to ItemInformation.Icon with a new Binding. The attached screenshot will show you where to find how to do that.

                      Now create the logic as shown in Overrated's Post for the new Brush binding.

                      Then do the same thing for the Content/InventorySystem/UI/Blueprints/Inventory/HotBar_Slot and Container_Slot UMG file.

                      Now edit the Equipment UMG file and update each of the Inventory_Slot's PaperDollIcon with the correct slot icon for each equipment slot.

                      Attached Files
                      Last edited by Pirate; 11-11-2018, 10:05 PM.
                      \\VANGUARD INTERACTIVE

                      Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
                      Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
                      Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle

                      Comment


                        Originally posted by Neutronux View Post

                        It works well. Thanks for the fix.
                        Hi Neutronux,

                        I have updated the fix to correct the issue Pirate mentioned above with the Equipment Slot background, I didn't take into account how the backgrounds where being displayed so i have updated that also.

                        Comment


                          I'm trying to convert the project to a top down view. I've puzzled most of it out, but the equipment character parent is messing with the movement of the inventory character child (i'm assuming it has something to do with the equipment slots). any suggestions on how to change equipment character blueprint to not mess with movement of it's child?

                          Comment


                            Originally posted by Goldshield888 View Post
                            I'm trying to convert the project to a top down view. I've puzzled most of it out, but the equipment character parent is messing with the movement of the inventory character child (i'm assuming it has something to do with the equipment slots). any suggestions on how to change equipment character blueprint to not mess with movement of it's child?
                            Movement changes should be done in the parent if your game is solely a top down view so the changes apply to other characters classes to, the child's values you set will overrided the parent classes.

                            Comment


                              I have an issue within my ARPGIS merged w/ MTD kit and this issue is in a default MultiplayerTopDown kit (4.19 & 4.20) on a marketplace aswell, as you can see on image 1 window - host, 2 window - client and on a client side player names are not shown. Any 1 who ve fixed it alrdy? Will apreciate any suggestion.
                              Last edited by Medvega; 08-06-2018, 09:00 AM.

                              Comment


                                If I add an extra skeletal / static mesh variable into the inventory item structure. When I try to retrieve the information I get nothing?
                                Any other variable type seems to work.

                                [Yes I changed the value inside of the item data table]

                                When I use print string it does not even come up as 'none' simply an empty space.

                                Am I missing something more that I need to do?

                                Thank you.

                                [I fixed it, turns out my 'saved inventory' I was using only saved the past values, so when i updated it with a new mesh, it never updated the previous saved values of that item, so i just spawned another in, and it worked... if that makes any sense to anyone anyway.]
                                Last edited by BarryMcCabe; 08-09-2018, 08:53 AM.

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