Not working with root motion....
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Action RPG Inventory System
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Originally posted by DouglasR32 View Post
I'm having the same kind of problemI have been having a hard time finding a solution for dialogue systems and inventory systems. they seem to be rediculously complicated to build
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Originally posted by W4tchYourSix View PostHow do I go about getting the Main Hand Weapon Reference from AnimBP? when I attempt to check that variable on Equipment Character I get null. Any feedback would be excellent thanks for making this guys!
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Originally posted by OverRated_AU View Post
That's because that the incorrect way to handle that which was fixed in one of the early updates, you should never add or cast to blueprints from UMG widgets, ether use interfaces or dispatchers, as for what was being set it was a reference to the player controllers inventory manager.
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So I can't for the life of me figure this out...I've created a logged out pawn which is just a camera and then you press a button in a widget and it spawns a inventory character actor and then inits the inventory. The inventory only works on the server and not the client, I can run around on the client fine but cannot use the inventory at all. When I quit the preview it shows this:
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Originally posted by Zhiqua View PostSo I can't for the life of me figure this out...
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Here is my spawn and possess code:
And here is the function that is ran on the client after the inventory player character is spawned and possessed:
It works on the server but on the client it spawns and possesses correctly but picking up up items or using the inventory is broken and it throws all those errors on closing the preview.
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Originally posted by Zhiqua View PostHere is my spawn and possess code..
As shown here, also set the PlayerCharacterReference anew in the PlayerState - if you use that there.
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Anyone here really familiar with this system and could help me? I emailed the developer but got no reply.
I'm having some issues customizing the features of this system. Some of the things I need this inventory system to do are as follows.
1. Add a delay to an actor before it despawns from the world space, this way my character can perform a looting animation and then have the object despawn a second or so later.
2. Add custom images to the loot window that appears, I've tried to add my own images but for some reason I cant resize or edit them in any way and they appear greyed out ( I can provide images if needed)
3.Add animated containers to this system. From what I can tell the blueprints only support static meshes.
4. Reposition the text that appears on screen when mousing over an interactable object. The way it is displayed by default looks like; <Action> <Name> and I would like it to read like; <Action>
<Name>
5. How to change the reticle to a different image when mousing over different objects (like in Oblivion).
If anyone can help point me in the right direction on which blueprints need to be edited for these changes, I'd really appreciate it.
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There is now a convenient way to create additional gear items with character creator 3, as outlined in this video https://www.youtube.com/watch?v=IB9L9J4p79o
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Pressing B to togle backpack is not working I din´t change anything, just downlaoded and tested (tested with and without a back pack equipped)
Anyone had the same problem?Last edited by CJGeringer; 01-12-2020, 05:12 PM.
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Hello . i have 2 questions .
Is this possible to have 2 or more inventories ? for example i want to store all of my consumables in 1 inventory and equips in another and quest items in another one .
Is there a filtering system in place ? for example i want to filter specific type of item in the inventory so they are not shown ,
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Originally posted by CJGeringer View PostPressing B to togle backpack is not working I din´t change anything, just downlaoded and tested (tested with and without a back pack equipped)
SI there a Way to implement that kind of feature?
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