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Action RPG Inventory System

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    Originally posted by unit23 View Post
    You can use an event dispatcher.

    Call the Event Dispatcher on item update, in your case for the weapon (slot 12).

    Click image for larger version Name:	gear.jpg Views:	0 Size:	347.2 KB ID:	1765114

    Next Bind the Event Dispatcher Call, likely on your character blueprint

    Click image for larger version Name:	gear2.jpg Views:	0 Size:	95.9 KB ID:	1765113

    Now you have the Custom Event, in this example named 'Updateitem', where you can make for instance a bool check if we update item 12, if true you could check the InventoryItem structure, check if it is a sword. Ideally you would add another InventoryItem entry for WeaponType.
    hey so for the past weeks i tried what u said and from what i tried it doesnt work..rn im completely ran out of ideas on what i should try.

    things i tried:
    i tried 2 things that i know might be help 1.in the structure called InventoryItem i added an enum called WeaponState and in that its basicly for when i created a weapon for example sword i can set the enum state as swordsman.first method i tried is in the managercomponent of this inventorysolution in there are two funtions called equipitem and unequipitem there i basicly use macro that has reference to the inventoryitem structure and set the variable in both of those function.then in animbp i can get reference of that component and use it for various weapon state but that doesnt work
    second method that i tried is i get the reference to the inventory item directly and use it in animbp but thats doesnt work either

    i also got a suggestion and here what he recommend me to do which i tried as well so far doesnt work yet.
    https://cdn.discordapp.com/attachmen...6.51.42.32.png
    https://cdn.discordapp.com/attachmen...6.51.51.40.png
    https://cdn.discordapp.com/attachmen...6.51.48.36.png

    rn im trying to merge weapon component pack from the marketplace to see if it will work because someone recommend me this way but rn its still WIP.

    hope u can help me with this and maybe we can get in contact through discord

    Comment


      Originally posted by OverRated_AU View Post

      The inventory isn't dynamic the items are which means there not static data things like item amounts are dynamic data.
      Hi I have been trying to get this system to work for a while now and I got it working quite well so far. I just wanted to say a HUGE THANK YOU! To you and the others continuing to give support for this system. I am new to both UE4 and game development and I am learning all this on my own via tutorials and forums like this one. I have learnt heaps so far and although I still have a long way to go I am happy with how it is going.

      Again thanks heaps

      Comment


        EDIT - Have made a lot of progress, got a little confused on the tutorial. I now have a VR motion controller that has inventory!

        I’m trying to take the sample project that is included with the asset, and import the Unreal VR, and get it working. I followed your YouTube video, but I think the VR pawns have some serious differences making it not work.

        Any tips for getting this working with the Unreal VR template?
        Last edited by Coupixel; 06-27-2020, 01:34 AM.

        Comment


          Hello there, I love this plugin but I'm having a small trouble when I try to implement it. My issue is that although I don't use my own Character Controller (which means I can use yours), non the less my character blueprint cannot have your Equipment Character Parent that you suggest at 3:55 from the main tutorial video because it needs to have the parent it already has. So to sum up I can use your Inventory Character Controller but not your Equipment Character as a parent class for my player BP.

          Is that possible? Thanks a lot

          Comment


            Hello guys, just a quick question, this is a wonderful base for an inventory system, but I need to tweak it quite a bit to suit my game needs. Is this plugin still supported? Does the developer provide any help for inquiries or we have to discover everything ourselves? Not asking aggressively but it's good to know the status. Is there maybe a better channel to communicate with them? Discord or anything? I got several questions that need answering and after an extensive search for most of them, I still need help.

            If the plugin isn't supported it'd be best to ask for a refund and try another one.

            Thanks a lot

            Comment


              Is this still supported? A new project doesn't open in 4.25.

              Comment


                I'm at a loss right now. I followed the Migration guide on YouTube to the T, multiple times now, trying to merge this asset with the VRExpansion Plugin player controller and character.

                If I play Offline, it works great. I can loot the container, put items back in, etc...

                Changing to Play as Client - I get the following errors when trying to open any of the containers / standing around.

                Code:
                Blueprint Runtime Error: "Accessed None trying to read property PlayerInventory". Blueprint: InventoryManagerComponent Function: Execute Ubergraph Inventory Manager Component Graph: EventGraph Node: Server Init Inventory
                Blueprint Runtime Error: "Accessed None trying to read property PlayerInventory". Blueprint: InventoryManagerComponent Function: Refresh Inventory Slots Graph: RefreshInventorySlots Node: Get Inventory Items
                Blueprint Runtime Error: "Accessed None trying to read property PlayerInventory". Blueprint: InventoryManagerComponent Function: Update Equipped Stats Graph: UpdateEquippedStats Node: Get Inventory Item
                Any ideas? I've tried just about everything, I'm wondering if there's something specific I should check on the new player controller or player character that might lead me in the right direction.

                Comment


                  Does anyone know how to get a pot to access a loot table?

                  Comment


                    Originally posted by Mrminecraftwizz1 View Post
                    Does anyone know how to get a pot to access a loot table?
                    I did this by just duplicating the skeleton and changing the mesh.

                    Comment


                      [UE 4.24] Client Unable to loot/open container/pickup

                      After Merging. The server is able to do that fine but not the client. In the method "GetUsableActor" the line trace returns a none only when I press E. (It returns the actor when ticking. It should return the actor also when I press E) It works fine on the standalone (returns actor.) but not in my project has anyone came across this issue?

                      Edit:
                      So after testing it a bit more the line trace does not hit anything on the server side for controller 2. (Anyone has an idea why this could happen?)

                      Edit:
                      After checking thoroughly the Character Reference. It is none for all the controllers. Also I get error that its none.

                      Edit:
                      Fix. Got it working. So the only thing you need to do is go into your Character. In "SpringArmComponent" make sure you enable "Use Pawn Control Rotation". That will fix all this issues. (I was still getting error that character is none. so I just added get is valid for that var so it does not show the error. Other than that it seems to work.)
                      Last edited by w2lf; 07-06-2020, 09:46 AM.

                      Comment


                        Originally posted by zanon.robert View Post
                        Hello there, I love this plugin but I'm having a small trouble when I try to implement it. My issue is that although I don't use my own Character Controller (which means I can use yours), non the less my character blueprint cannot have your Equipment Character Parent that you suggest at 3:55 from the main tutorial video because it needs to have the parent it already has. So to sum up I can use your Inventory Character Controller but not your Equipment Character as a parent class for my player BP.

                        Is that possible? Thanks a lot
                        So what I have done is copy everything from Equipment Character to myCharacter. Then in EquipmentInventoryComponent modify the "Equipment Character Reference" to myCharacter. Then reconnect all the wrong links to the new pins. Everything seems to work.
                        Last edited by w2lf; 07-06-2020, 09:21 AM.

                        Comment


                          Originally posted by Coupixel View Post
                          I'm at a loss right now. I followed the Migration guide on YouTube to the T, multiple times now, trying to merge this asset with the VRExpansion Plugin player controller and character.

                          If I play Offline, it works great. I can loot the container, put items back in, etc...

                          Changing to Play as Client - I get the following errors when trying to open any of the containers / standing around.

                          Code:
                          Blueprint Runtime Error: "Accessed None trying to read property PlayerInventory". Blueprint: InventoryManagerComponent Function: Execute Ubergraph Inventory Manager Component Graph: EventGraph Node: Server Init Inventory
                          Blueprint Runtime Error: "Accessed None trying to read property PlayerInventory". Blueprint: InventoryManagerComponent Function: Refresh Inventory Slots Graph: RefreshInventorySlots Node: Get Inventory Items
                          Blueprint Runtime Error: "Accessed None trying to read property PlayerInventory". Blueprint: InventoryManagerComponent Function: Update Equipped Stats Graph: UpdateEquippedStats Node: Get Inventory Item
                          Any ideas? I've tried just about everything, I'm wondering if there's something specific I should check on the new player controller or player character that might lead me in the right direction.
                          Inside the controller do you have the "InventoryManagerComponent" and "EquipmentInventoryComponent/PlayerInventoryComponent"?
                          In the controller did you add the InventoryHUDInterfaces?
                          What UE version are you running?
                          Everything works in the standalone version?
                          Try in Character > "SpringArmComponent" make sure you enable "Use Pawn Control Rotation"
                          Last edited by w2lf; 07-06-2020, 09:40 AM.

                          Comment


                            I've been looking for an equipment system like this to add to my project. I noticed in the master item list that the equipment objects have a skeletal mesh asset to associate. Most of my items are only static meshes. Is this system usable or will I have to start changing things to make it work without the skeletal mesh?

                            Also noticed there is no socket to define in order to attach the items on the character skeleton. Maybe someone who has used this inventory system can give me some feedback before I commit to this.

                            Comment


                              Originally posted by OllieWilliams View Post
                              I've been looking for an equipment system like this to add to my project. I noticed in the master item list that the equipment objects have a skeletal mesh asset to associate. Most of my items are only static meshes. Is this system usable or will I have to start changing things to make it work without the skeletal mesh?

                              Also noticed there is no socket to define in order to attach the items on the character skeleton. Maybe someone who has used this inventory system can give me some feedback before I commit to this.
                              As it stands it needs Skeletal mesh, you can export and reimport to get a Sk mesh or you would have to customize it to also use static, might take a little bit but not hard.

                              They use a static socket name, so to make it variable you would have to add string, enum, etc to the Struct and manually set it up to use the variable instead of the static socket name. Also, little bit of work but not really difficult.

                              Comment


                                I watched the adding Items and tried to create a custom sword, I can pick it up and I can equip it but no mesh pops up in my hand, anyone have a fix?

                                Comment

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