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Action RPG Inventory System

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  • replied
    Originally posted by OverRated_AU View Post

    Please explain i don't understand what you mean by warehouse system?
    Hello,

    You know, the usual "inventory container" to save items that are not on your inventory. I think another name is the personal bank? in Guild/Clans its called "Guild Bank" where other players can deposit items/materials/ingredients/etc. In this case it would only apply to the player itself, hence maybe "personal bank"

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  • replied
    Originally posted by Namesis View Post
    good evening,

    Just a quick question, trying to get ideas:
    + What would be the proper way to achieve a warehouse system? just ideas so I can get started.

    Thanks in adv.
    Please explain i don't understand what you mean by warehouse system?

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  • replied
    good evening,

    Just a quick question, trying to get ideas:
    + What would be the proper way to achieve a warehouse system? just ideas so I can get started.

    Thanks in adv.
    Last edited by Namesis; 09-08-2018, 12:21 PM.

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  • replied
    how to stop the random character.

    That I purchased from.

    I don't want to snip that wire.

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  • replied
    Originally posted by imnomad View Post

    Thanks, but i cant find any way to use the static mesh component, how do i call it?
    Its a skeletal mesh component and it's can be pulled from the parent reference by typing in the components name.

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  • replied
    Originally posted by OverRated_AU View Post

    A object reference isn't a component its just variable which is why you can't create one, you need to use the static mesh component reference and you should also do it on the OnRep in the parent character class or your changes wont be networked.
    Thanks, but i cant find any way to use the static mesh component, how do i call it?

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  • replied
    Originally posted by imnomad View Post
    Hi, im working on Version 4.18, did anyone tryed before using a Dynamic Material Instance on this? i can not make it work and its crucial for my project



    The Skeletal mesh object reference sommehow is not compatible. How can i make this work?


    Click image for larger version

Name:	Untitled.png
Views:	76
Size:	282.6 KB
ID:	1523567
    A object reference isn't a component its just variable which is why you can't create one, you need to use the static mesh component reference and you should also do it on the OnRep in the parent character class or your changes wont be networked.

    Leave a comment:


  • replied
    Hi, im working on Version 4.18, did anyone tryed before using a Dynamic Material Instance on this? i can not make it work and its crucial for my project



    The Skeletal mesh object reference sommehow is not compatible. How can i make this work?


    Click image for larger version

Name:	Untitled.png
Views:	76
Size:	282.6 KB
ID:	1523567

    Leave a comment:


  • replied
    Glad you worked it out

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  • replied
    OverRated_AU you sir are a very smart individual, it was indeed appearing off-screen. I dragged the inventory box over slightly in the Inventory Layout and problem solved.

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  • replied
    In case it matters, Windows 10, Radeon RX 470 graphics card

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  • replied
    1920X1080 Landscape

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  • replied
    Hello is just the default text for print string, but if it's coming up your keys are working, what res is your monitor maybe there off screen.

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  • replied
    When I add the "print string" anywhere in the chain of the Input:Open/Close Inventory, I get the "hello" showing up on screen when the "B" key is pressed. I also followed the chain of commands to the Inventory Manager Component and added the print string and got the same "hello" when the B key is pressed.

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  • replied

    Originally posted by McNuggets87 View Post
    I tried remapping the "b" inventory key to a different key, same problem.

    I'm not sure what to say I've tested this and all the keys work just fine, maybe open up the player controller and print each key.

    https://i.gyazo.com/b206a129cd22bd37...7325a0a26d.mp4

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