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    Originally posted by Haturn Phoenix View Post
    Hi there, I deleted some of the unnecessary equipment items inside ItemsList. Now it just gives an Error: an Infinite Loop Detected Loot_Actor-->Branch. when I click on Branch it shows the source code of branch and when I click on Loot_Actor it just takes me to the event graph which is empty.
    This sounds like your item list has fewer items than the actual loot spawning function is trying to generate. You need at least the amount of itemlist items, as configured for the amount of the max items for the particular actor who should spawn loot items.
    Pre-alpha test launched, become a tester for LEGENDS of EPICA [Twitter] [Facebook] [YouTube] [Vimeo] / Reallusion Unreal Engine Community Manager

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      Originally posted by abdb687 View Post
      I 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?
      If this is a fresh project it might just have to load a bit longer. This can happen sometimes, also depends on your computer performance.
      Pre-alpha test launched, become a tester for LEGENDS of EPICA [Twitter] [Facebook] [YouTube] [Vimeo] / Reallusion Unreal Engine Community Manager

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        Hello There

        I am getting this problem where Main hand weapons cant be dropped, it just says destroyed Item but still stays there. the weapon can be dropped from the inventory but I can't Unequip or Drop the equipped weapon from the equipment slot.

        Comment


          Originally posted by Cmcginn View Post
          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.
          I apologize in advance for my English, how did you do this? can you show in more detail? I use only ARPG Inventory

          Comment


            stop to 39% ! why ?

            Comment


              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 Post
                I had tried to merge them before, but it ended up being much simpler to create my own crafting system for ARPGIS
                hi do u have discord?wanna know how you create crafting system from scratch from ARPGIS..Mine KhaiSaki#1061 hope you can help me

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                  can someone explain why there is an "iteminformation" and "item" struct in the game?
                  which is used and why is there two?
                  item seems to be more comprehensive while iteminformation is missing several things but it is getting passed from inventory to equip and around

                  Comment


                    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.

                    Comment


                      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...

                      Comment


                        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.

                        Comment


                          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.....

                          Comment


                            if i delete inventoryexamplemap, where are the references that i have to delete so that i don't get any errors because it reports two warnings that it cannot find the inventoryexamplemap

                            i have already set a new map in project settings
                            Last edited by tidiii; 02-29-2020, 06:58 PM.

                            Comment


                              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

                              Comment


                                Originally posted by Cmcginn View Post
                                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
                                do u know how to fix the errors i have?

                                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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