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  • replied
    not read the forums for a while

    voted

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  • replied
    Originally posted by OverRated_AU View Post
    Hey guys please vote for these engine bugs to be fixed seeing there all related to the Inventory System.

    https://issues.unrealengine.com/issue/UE-32910

    https://issues.unrealengine.com/issue/UE-30031

    https://issues.unrealengine.com/issue/UE-31777
    Votes cast.

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  • replied
    Originally posted by antsonthetree View Post
    Hello - found another bug for you.

    Open the base project and resize inventory with [ or ]. Then drag the inventory window to a new location. Now try to resize with [ or ]. You will notice that inventory does not resize after dragging the Inventory window.

    Thanks
    Jake
    I missed one, just updated my post this is bug 3 so make sure you vote it up to be fixed sooner.

    Leave a comment:


  • replied
    I saw this issue with the clothing come up recently and I wanted to ask anyone who knows. What's the work flow on getting new pieces of clothing into the inventory system? Specifically, the skeletal meshes. I barely know any modeling software. It seems like if you stick to the SK_Mannequin you are fine. The example stuff comes from infinity blade. So we would need to know how to cut up the characters in those sets for their clothing. That would be a cool starting point, plus, other issues to watch-out for. Could someone explain how to do that or point us in the direction of a tutorial on how to do that? This might be a lot to ask or it might be really easy I have no idea.

    Leave a comment:


  • replied
    Hello - found another bug for you.

    Open the base project and resize inventory with [ or ]. Then drag the inventory window to a new location. Now try to resize with [ or ]. You will notice that inventory does not resize after dragging the Inventory window.

    Thanks
    Jake

    Leave a comment:


  • replied
    Hey guys please vote for these engine bugs to be fixed seeing there all related to the Inventory System.

    https://issues.unrealengine.com/issue/UE-32910

    https://issues.unrealengine.com/issue/UE-30031

    https://issues.unrealengine.com/issue/UE-31777
    Last edited by OverRated_AU; 08-11-2016, 09:26 PM.

    Leave a comment:


  • replied
    What ill be doing is using ammo boxes for my ammo, shotgun shells can be in a box of 12, what you could do is make a combine system so you simply drag a ammo box onto a mag/clip and its takes the amount from the ammo box and fills the clip, ether way you will have to customize the functions to fit your own game, as this inventory is only the foundation, just make sure you make a child component and make your changes within that.

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  • replied
    Originally posted by OverRated_AU View Post
    Can you explain more? ammo should just be treated like a stacked item when being added to the inventory.
    [MENTION=238293]DP Studio[/MENTION] model rigging isn't really related to the inventory system, this knowledge is basic information you learn when working in 3Ds Max or any other 3D modeling program, it would be easier to just rerig your mixamo model to the UE4 skeleton.
    Sure, my Ammo is all Stackable. But except for the Shotgun Shells or Grenades all Ammo is in Magazines. For example 30 Rounds in one Magazine. Right now i added 2 more Variables to the Inventory Item. AmmoCount as INT what gives the actual Amount of Rounds in the MAG and AmmoType as ENUM. But like i said, now i have to modify all the functions that are handle Use, Drop, Move, Add Items and read out that values and give it to my Equipped Weapon to update the current Ammo.
    I was just wondering if there is maybe a easier way to do it with the inventory System.

    Leave a comment:


  • replied
    Prototyping babysteps using the inventory



    Although this was recorded in the PIE, we also have this working (weird unrelated animation bug and incomplete features notwithstanding) on a compiled dedicated server running on our network. Each character inventory is loaded and saved using sockets through a java server that connects to a MySQL server. The java server runs on one machine and the db on another. Loading and saving on the gigabit network is seamless. At a future point, we're going to test this over our slow ISP. Our inventory packets are small, so hopefully the lag will remain manageable.

    As a side note: If anyone has seen this anim bug before, please let us know how you fixed it

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  • replied
    Originally posted by ZenRigpa View Post
    Hey guys, i am sitting since days trying to figure out a clever and clean way to implement a solid Ammo System into the Inventory System. I have lots of different Weapons and Ammo Types and i dont want to modify each Function like TryToAddItemToInventory, AddItem, MoveItem, DropItem etc...

    So if anyone of you has a working System please Help. Seems my Brain is blocked right now
    Can you explain more? ammo should just be treated like a stacked item when being added to the inventory.
    [MENTION=238293]DP Studio[/MENTION] model rigging isn't really related to the inventory system, this knowledge is basic information you learn when working in 3Ds Max or any other 3D modeling program, it would be easier to just rerig your mixamo model to the UE4 skeleton.
    Last edited by OverRated_AU; 08-09-2016, 10:02 PM.

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