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Action RPG Inventory System

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  • replied
    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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  • replied
    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

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  • replied
    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

    Leave a comment:


  • replied
    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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  • replied
    stop to 39% ! why ?

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  • replied
    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

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  • replied
    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.

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  • replied
    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.

    Leave a comment:


  • replied
    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.

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  • replied
    Originally posted by wcjoker View Post
    .. just wanted to know the best place to implement saving things.
    I've setup relevant functions on the player controller, calling them every time there is a change. Though, I have several functions, one for changes to the hotbar, one for the inventory items, one for player stats. This way you do not have to save all information.

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  • replied
    I had tried to merge them before, but it ended up being much simpler to create my own crafting system for ARPGIS

    Leave a comment:


  • replied
    hi anyone here can help me merge Multiplayer Crafting Kit https://www.unrealengine.com/marketp...rafting-system with ARPGIS?i tried for over 2 months now trials and errors using their merging guide(MCS) to add existing inventory(in my case ARPGIS) to use its crafting functionality and replcae the inventory in MCS

    the guide:https://docs.google.com/document/d/1...wJWt6CL38/edit

    anyone here in this thread willing to help me since i have no idea how to do it now and need help from you guys.
    this is my discord tag :KhaiSaki#1061

    hope someone can help me in this matter

    Leave a comment:


  • replied
    Hey thanks for the information, could you post a screen cap of the change you made? Thanks
    Originally posted by abdb687 View Post

    Hi everyone - solution to this was adding a delay into the load event. The inventory is cleared automatically on launch so if this happens after the load then you load an empty inventory. Coming right off the load event I added a delay of 1 second before it tries to load anything. This worked.

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  • replied
    Hello,

    Thanks for the great inventory system, I have it working in my game prototype. I wanted to know if you could provide a video or documentation on the best process for saving the player inventory, equipped items, and hot bar items.

    I'm not asking for you to tell me how to use the EMS system below, just wanted to know the best place to implement saving things.

    I'm currently using the Easy Multi Save engine plug-in https://docs.google.com/document/d/1wzSXrekSKkNXzoi1WenpTB3TAi39YW2kojhYXGW3afk/edit#

    Respectfully,
    Mark

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  • replied
    how do I make an world_actor respawn such as a plant, tree, bush ect and also how to randomize the loot drops for the Actors but only certain drops example: If I want a plant to drop 2-8 leaves. and 1-3 sticks

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