Originally posted by Haturn Phoenix
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Originally posted by abdb687 View PostI downloaded this yesterday and in my dashboard selected Create New Project to try out this thing. It made a project, but that project won't initialize. It stops at 45% and never progresses.
I've searched but I don't see anyone else experiencing this.
I'm on version 4.23.1-9631420+++UE4+Release-4.23
Any advice?
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Originally posted by Cmcginn View PostI 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.
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We are using the Gameplay Ability System and their attribute system. I notice that the list of features includes attributes. I assume this isn't GAS attributes. How much blueprint would have to be re-worked to use GAS attributes instead? Just trying to get a feel for integration time as the rest of the features look quite nice and could save us a lot of time.
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Originally posted by Cmcginn View PostI had tried to merge them before, but it ended up being much simpler to create my own crafting system for ARPGIS
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hey, on 4.24, there is an error with the usable_door
here is a screenshot
https://gyazo.com/25614cac3827487176e452d6b985cc11
since there is no documentation, it would be nice if someone could tell me what to do with the error.
also the actors all seem to have a parent which is an actor/container actor/ loot actor. would it be fine if i removed the parents?Last edited by tidiii; 02-28-2020, 04:27 PM.
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it seems like nobody is reponding anymore..
but anyway, i found the fix for the door error.
but i have another question.
would it be possible to import the inventory from the player controller to the pawn/actor BP?
the fact that it is in the PC means that it would only apply to players and not npc/characters. also inventories would be shared among all the characters that a player has if you intend to allow the player to create more than one character...
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several errors when trying to compiling.
i had re-compiled and resaved the ftext ones so these are the ones i have no clue why it's happening
PackagingResults: Warning: Unable to find package for cooking /Game/InventorySystem/Items/Equipment/Meshes/SM_Wizard_Hat
PackagingResults: Warning: Unable to find package for cooking /Game/InventorySystem/Items/Equipment/Meshes/SM_Wizard_Hat
PackagingResults: Warning: Unable to find package for cooking /Game/InventorySystem/Items/Equipment/Meshes/lambert2
PackagingResults: Warning: Unable to find package for cooking /Game/InventorySystem/Items/Equipment/Meshes/lambert2
PackagingResults: Warning: SpawnActor failed because we are running a ConstructionScript (Weapon_Rifle_Assualt_C)
PackagingResults: Warning: Accessed None trying to read property MainHandWeaponReference
PackagingResults: Warning: Script call stack:
PackagingResults: Warning: SpawnActor failed because we are running a ConstructionScript (Weapon_Rifle_Assualt_C)
PackagingResults: Warning: Accessed None trying to read property MainHandWeaponReference
PackagingResults: Warning: Script call stack:
as you can see, the wizard hat and lambert2 does not seem to exist in any loot tables and i cannot find any references to them in the stuff i have looked at.
hopefully someone can tell me where they are so i can remove the,
i am not sure about the mainhandweaponreference,
the weapon rifle assault.......... no idea...
also no clue about the script call stacks
if anyone can help and shed light on these errors, it would be nice...Last edited by tidiii; 02-29-2020, 06:21 PM.
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so i validated the project and now i have these errors.
MapCheck: Warning: Default__IWBE_Blutility_C /Engine/Tutorial/InWorldBlueprintEditing/TutorialAssets/IWBE_Blutility.Default__IWBE_Blutility_C : Obsolete and must be removed! (Class is deprecated)
MapCheck: Warning: Default__BP_AnimatedNode_C /DatasmithContent/Blueprints/FBXImporter/BP_AnimatedNode.Default__BP_AnimatedNode_C : Obsolete and must be removed! (Class is deprecated)
MapCheck: Warning: Default__BP_SceneRoot_C /DatasmithContent/Blueprints/FBXImporter/BP_SceneRoot.Default__BP_SceneRoot_C : Obsolete and must be removed! (Class is deprecated)
MapCheck: Warning: Default__BP_VREDAnimatedNode_C /DatasmithContent/Blueprints/FBXImporter/BP_VREDAnimatedNode.Default__BP_VREDAnimatedNode_C : Obsolete and must be removed! (Class is deprecated)
MapCheck: Warning: Default__BP_VREDAnimNode_C /DatasmithContent/Blueprints/FBXImporter/BP_VREDAnimNode.Default__BP_VREDAnimNode_C : Obsolete and must be removed! (Class is deprecated)
MapCheck: Warning: Default__BP_AnimationPlayer_C /DatasmithContent/Blueprints/FBXImporter/Animation/BP_AnimationPlayer.Default__BP_AnimationPlayer_C : Obsolete and must be removed! (Class is deprecated)
MapCheck: Warning: Default__VREDAnimationPlayer_C /DatasmithContent/Blueprints/FBXImporter/Animation/VREDAnimationPlayer.Default__VREDAnimationPlayer_C : Obsolete and must be removed! (Class is deprecated)
MapCheck: Warning: Default__BP_VariantSelector_C /DatasmithContent/Blueprints/FBXImporter/Variants/BP_VariantSelector.Default__BP_VariantSelector_C : Obsolete and must be removed! (Class is deprecated)
MapCheck: Warning: Default__VREDVariantsSelector_C /DatasmithContent/Blueprints/FBXImporter/Variants/VREDVariantsSelector.Default__VREDVariantsSelector_C : Obsolete and must be removed! (Class is deprecated)
AssetCheck: Error: Default__IWBE_Blutility_C is not valid. See the MapCheck log messages for details.
AssetCheck: Error: Default__BP_AnimatedNode_C is not valid. See the MapCheck log messages for details.
AssetCheck: Error: Default__BP_SceneRoot_C is not valid. See the MapCheck log messages for details.
AssetCheck: Error: Default__BP_VREDAnimatedNode_C is not valid. See the MapCheck log messages for details.
AssetCheck: Error: Default__BP_VREDAnimNode_C is not valid. See the MapCheck log messages for details.
AssetCheck: Error: Default__BP_AnimationPlayer_C is not valid. See the MapCheck log messages for details.
AssetCheck: Error: Default__VREDAnimationPlayer_C is not valid. See the MapCheck log messages for details.
AssetCheck: Error: Default__BP_VariantSelector_C is not valid. See the MapCheck log messages for details.
AssetCheck: Error: Default__VREDVariantsSelector_C is not valid. See the MapCheck log messages for details.
as usual, no clues what these are.....
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Going to post a tutorial for custom crafting system specifically for ARPGIS. Will probably be a multipart set of video's will start tomorrow and should have last one by next weekend if anyone is interested. here is the system, pretty basic and used free icons from game-icons.net Video Here: https://youtu.be/RojLyNvUdfg
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Originally posted by Cmcginn View PostGoing to post a tutorial for custom crafting system specifically for ARPGIS. Will probably be a multipart set of video's will start tomorrow and should have last one by next weekend if anyone is interested. here is the system, pretty basic and used free icons from game-icons.net Video Here: https://youtu.be/RojLyNvUdfg
with the inventory example map, wizardhat and lambert2 ?
also the rifle errors
also is there any way to stop being able to throw or move the widgets(inventory,equip,container) off screen?Last edited by tidiii; 03-01-2020, 07:28 AM.
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