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  • replied
    Hi all !

    I come to you because i have an problem. I added an hunger and an thirst variable on this system, like health. All it's ok and all works now. If i use an item with 5 on hunger, i added 5 on my hunger character stats, exactly the same with thirst. If i use an item with +5 hunger, +5 thirst, +5 health, that's work too. All the function works with it. But i have just one problem. When i create a new loot_actor child, to create a new consumable_chest_usable with some consumable item like apple, bottle of water etc, that's work fine, i can loot my bottle of water, my apple etc but, when i use it, that don't change my stats. I can use my item but it's like, when i take this item from an loot_actor, the tooltip it's not perfectly transmitted.


    I don't really know why, it's been a week since I'm looking for why, normally, everything is well transmitted, all over my InventoryManagerComponenent, so I really do not understand why. Do you have an idea?

    Thanks to your help, your time and sorry to my bad english, i'm french !

    Oh and, someone here use the dynamic combat system (https://www.unrealengine.com/marketp...-combat-system) with it ?
    Last edited by Elsia; 01-29-2018, 10:16 PM.

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  • replied
    Has anyone gotten this to work with a gamepad yet? i cant seem to figure out how to show the tooltip info with the gamepad.

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  • replied
    Has anyone used this with the art of combat? i have literally been pulling my hair out for days trying to get the weapons integrated to where when i equip a weapon in the inventory system it is referencing the weapon mesh used by the art of combat character. has anyone done this successfully?

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  • replied
    Can anyone give me some assistance with implementing a weapon system? I'm using this with the art of combat which has a weapon system built in I just need to figure out how in the equip item area I make it where it equips a blueprint instead of a mesh. And how I would go about assigning like an item Id to the equip item so it knows which blueprint to equip. I spent 5 hours combing this post last night and looking for answers elsewhere and can't figure it out

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  • replied
    ok, I broke the "create inventory slots" function (bypass it in the "Load inventory" function) and added the "add inventory slot' here in the screeshot (column is zero as I want a list instead of a grid, not sure if the row increment is ok)
    Now my item are dynamically added to a list but I have a problem while using inventory items, if I right click on one of them, they are added to the equipement or consumed BUT an empty slot is added to the list (I removed the function deleting slots of equiped items, as I want them to be highlighted in the list)

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  • replied
    Hi, I would like the inventory slots to be added dynamically instead of being added with empty item info at startup and then set on "UseInventoryItem" function.

    If i'm right, the default empty inventory slots are created here in the InventoryManagerComponent by the "AddInventorySlot" function:

    And slot item infos are set by the "AddItem" function. Is this right?

    Can I break the "Create Inventory Slots" function so it increment slot number but without adding an "Inventory_Slot" widget, then create this widget in the "AddItem" function right before setting its item info or does it require more modifications?

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  • replied
    Originally posted by OverRated_AU View Post

    On your overlap event cast to your Player Character and check if its locally controlled, you should be handling this in the NPC its self giving it its own overlap events.
    Yeah, the thing is it always fail (not the character cast), but the isLocallyControlled.

    //edit: what I ended up doing is just making sure the overlap is on the server, then making a customevent (owning client rep) on the mptopdowncontroller and sending here the npc reference. This would end up on the client-side, so just popping the images ? ! above the npcs so only that client can see it. I was trying to avoid the usage of the server-side but it will do the trick.
    https://s14.postimg.org/dbp5euiyp/MP...troller_bp.png
    https://s14.postimg.org/eqqq3krrl/NPC_bp.png
    Last edited by Namesis; 01-16-2018, 08:04 PM.

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  • replied
    Originally posted by Namesis View Post
    All good! Thanks for the desire to help

    On the other hand, Im stucked at something. What would be the proper way to execute something on the PlayerCharacter, Client-side? This is what I want.:

    Im wokring in a simple quest system. I already have the UMG and the npc.
    I want that when an overlap happens (currently a SphereCollision), it shows a "!" or "?" above the NPC. As of now (testing) I have that if gender is male, it shows "!", if its female, "?", so I can see if it works in multiplayer, since every player will have actively different quests, so its just as test.

    I have this code
    https://s10.postimg.org/j39h8jcx5/image.png

    It does work, however, if I overlap on player #1, it wil show the "!" sign. The moment I overlap with player #2, it shows on both players the "!" and "?" sign.

    So my question is:
    What is the proper way to call Player Character client-side?
    Ciao
    On your overlap event cast to your Player Character and check if its locally controlled, you should be handling this in the NPC its self giving it its own overlap events.

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  • replied
    Originally posted by OverRated_AU View Post

    Hi, can you post a Gif showing the issue?
    All good! Thanks for the desire to help

    On the other hand, Im stucked at something. What would be the proper way to execute something on the PlayerCharacter, Client-side? This is what I want.:

    Im wokring in a simple quest system. I already have the UMG and the npc.
    I want that when an overlap happens (currently a SphereCollision), it shows a "!" or "?" above the NPC. As of now (testing) I have that if gender is male, it shows "!", if its female, "?", so I can see if it works in multiplayer, since every player will have actively different quests, so its just as test.

    I have this code
    https://s10.postimg.org/j39h8jcx5/image.png

    It does work, however, if I overlap on player #1, it wil show the "!" sign. The moment I overlap with player #2, it shows on both players the "!" and "?" sign.

    So my question is:
    What is the proper way to call Player Character client-side?
    Ciao
    Last edited by Namesis; 01-13-2018, 09:22 PM.

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  • replied
    Originally posted by Askyl View Post

    Done that. Will try the above solution as well and edit the result! Kind of need it to work..

    Edit: Tooltip is still wrong saying all items are Head. I just also realized that all stats are missing as well on every item. I only have Name+"Head" even if it's not head armor.

    If anyone got a fix for this I'd love you! I'm cracking my "head" up for this.

    Edit: I've noticed that the tooltip is working as intended if you open up a fresh inventory project, I've set everything up exactly as it is in the fresh project in mine, but the tooltip is still wrong. Really can't figure out why it doesn't work.
    For everyone having a problem with Tooltip on items being wrong.

    Oh god I'm an idiot! The tutorial video didn't show it so I missed it.There is an interface function in the PlayerController called UI_Get_ToolTIp_Info. You have to add a Get Data Table Row and use Itemlist. After that, it works splendidly! For some reason my exec had been disconnected after I upgraded the project from 4.17 to 4.18.

    Click image for larger version

Name:	tooltip.png
Views:	1
Size:	48.7 KB
ID:	1410187

    Always these small things that bugs your brain the most..

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  • replied
    Originally posted by Namesis View Post
    anyone has an issue regarding the items equipped? for some reason they are blinking
    Hi, can you post a Gif showing the issue?

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  • replied
    anyone has an issue regarding the items equipped? for some reason they are blinking

    //edit: fixed it
    Last edited by Namesis; 01-13-2018, 09:12 PM.

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  • replied
    Hi, im still wrestling with aspects of it. Please, anyone, whats the best practice to ensure item removal persistancy accross level streaming volumes. As i stop gap ive created a pan game world volume for all the items, but this defeats the point of level streaming. Whats the best prqctice way to stream in and out levels in an open world but not have the picked up items respawn (To be honest i would have thought this would be part of the marketplace pack, as level streaming is so important). Thanks for all advice

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  • replied
    Hi pirate,
    just purchased this , ive seen the convert to first person tutorial online by using search on this forum, and will enact that. I am though having issues,
    As a bit of feedback and request. right now and the suggestion is please can you do a strimmed down tutorial for migration that assumes
    1 i use the inventory player controller
    2 i use my own player pawn.
    which to me seems the most likely scenario for many purchasers anyway. I cant devote 40 minutes to integrate the compoenent and twice that to analyse and test;
    At the moment when i use the existing tutorial and ignore player controller steps, my first person pawn movement is locked up. I suspect its due to client: initialise components logic in the inventory player controller. I am aware of convert to fps motion tutorial, but it does not carry over to my own pawn seemingly.
    i need to be able to jumo between 2-3 pawns for multiple play styles, or jumo from first to third person pov, so i dont get why id i use yiur player contoller is suggests non pawn nonportability.
    Maybe there is something in the 40 min tutorial i missed but the complaint its organisation. Maybe put the bulk of it first, then an annex if the person is using their own player controller. Ie that if im ignoring large sections of it , there maybe something i missed due to thinking 'ignore all changes to player controller'

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  • replied
    Good day,in tutorial 'Multiplayer TopDown Kit - Merging The RPG Inventory System'
    I'm not getting "Player Inventory Component", when doing the set up at 4:59, and the Inventory Manager is only showing up as a Custom Class as an "Add Inventory Manager Component". I followed your tutorial to the letter prior to then. What'd I do wrong?

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