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  • replied
    Originally posted by BikerDad View Post
    Good morning all,

    im just starting out with ue4, and purchased this inventory system for a game I am creating by using the third person blueprint starter project.

    I am unable to get this to work. I watched the merge video, however the third person blueprint project does not have a player controller that I can find in the content browser. If I ignore all of the merge instructions for having one the inventory still does not work.

    i have worked with this problem for about 6 hours now and can not come up with the solution. Is this not compatible with the third person starter project? I am at a loss on what to do to make this work.

    (edit: I am using ue4.17)
    I recommend you watch some tutorials on blueprints before hand.

    Leave a comment:


  • replied
    Good morning all,

    im just starting out with ue4, and purchased this inventory system for a game I am creating by using the third person blueprint starter project.

    I am unable to get this to work. I watched the merge video, however the third person blueprint project does not have a player controller that I can find in the content browser. If I ignore all of the merge instructions for having one the inventory still does not work.

    i have worked with this problem for about 6 hours now and can not come up with the solution. Is this not compatible with the third person starter project? I am at a loss on what to do to make this work.

    (edit: I am using ue4.17)

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post





    Here you go, i had a spare 5 minutes so i bugged fixed this issue for you guys, the issue is just the slots seeing the right click as a unhanded event so it cancels its self out.
    Works like a charm. You have my eternal gratitude!

    Leave a comment:


  • replied
    Originally posted by Rhynedahll View Post
    This may be a bug introduced by 4.17.1.

    I've made two fresh projects, one in 4.16.3 and one in 4.17.1. In 4.16.3, right clicking on an item in the inventory widget will use that item. This does not work in 4.17.1. Right clicking has no apparent effect.

    Can anyone confirm this?

    Is there possibly some new engine setting that I have overlooked?
    Originally posted by MindEraser88 View Post

    I have the same problem..Its driving me mad. Do you find a fix for this yet? My version of the inventory system is too modified at this point and I can't deal with any fix that comes for 4.17.1. I'm trying to fix it myself, but nothing so far..


    Here you go, i had a spare 5 minutes so i bugged fixed this issue for you guys, the issue is just the slots seeing the right click as a unhanded event so it cancels its self out.

    Leave a comment:


  • replied
    Originally posted by Rhynedahll View Post
    This may be a bug introduced by 4.17.1.

    I've made two fresh projects, one in 4.16.3 and one in 4.17.1. In 4.16.3, right clicking on an item in the inventory widget will use that item. This does not work in 4.17.1. Right clicking has no apparent effect.

    Can anyone confirm this?

    Is there possibly some new engine setting that I have overlooked?
    I have the same problem..Its driving me mad. Do you find a fix for this yet? My version of the inventory system is too modified at this point and I can't deal with any fix that comes for 4.17.1. I'm trying to fix it myself, but nothing so far..

    Leave a comment:


  • replied
    Originally posted by Darthlatte View Post

    Hello again, just got back to work some more on this. Don't I need to add a new column to the ItemList (datatable) for the new variables to become active/accessible? Thanks a lot for your help :-)
    DataTables extend off a Structure so you want to be adding the variable to the Structure used for the inventory item list which is the inventory item Structure.

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post

    If thats the case then add a new 2d texture variable to the inventory item and tooltip structure and connect the pins up in the inventory manager and UMG.
    Hello again, just got back to work some more on this. Don't I need to add a new column to the ItemList (datatable) for the new variables to become active/accessible? Thanks a lot for your help :-)
    Last edited by Darthlatte; 09-03-2017, 04:32 PM.

    Leave a comment:


  • replied

    This may be a bug introduced by 4.17.1.

    I've made two fresh projects, one in 4.16.3 and one in 4.17.1. In 4.16.3, right clicking on an item in the inventory widget will use that item. This does not work in 4.17.1. Right clicking has no apparent effect.

    Can anyone confirm this?

    Is there possibly some new engine setting that I have overlooked?

    Leave a comment:


  • replied
    Hello. Does anyone have some ideas about how to make this work with 3D widgets (VR project).
    Everything works fine except of course the drag system because it create non 3D icon widget.

    Leave a comment:


  • replied
    On the slim chance that someone might have encountered this problem, I'll post it here.

    In a fresh version of the ARPGIS in 4.17, this error does not occur.

    In trying to upgrade our existing project to 4.17, I've encountered a consistent editor crash when trying to compile the Inventory Manager Component. While my IMC is heavily extended, I have not touched the bp other than to make slight changes to keep it up to date with the Marketplace version in months. I have not had any errors with the component up to this point.

    The crash reporter indicates an Access Violation, which I have read tends to mean an attempt to access a null ptr.

    VS debugs the break point to here in UObjectBase.cpp (the bold line):

    Code:
    bool UObjectBase::IsValidLowLevelFast(bool bRecursive /*= true*/) const
    {
        // As DEFAULT_ALIGNMENT is defined to 0 now, I changed that to the original numerical value here
        const int32 AlignmentCheck = MIN_ALIGNMENT - 1;
    
        // Check 'this' pointer before trying to access any of the Object's members
        if ((this == nullptr) || (UPTRINT)this < 0x100)
        {
            UE_LOG(LogUObjectBase, Error, TEXT("\'this\' pointer is invalid."));
            return false;
        }
        if ((UPTRINT)this & AlignmentCheck)
        {
            UE_LOG(LogUObjectBase, Error, TEXT("\'this\' pointer is misaligned."));
            return false;
        }
    if (*(void**)this == nullptr)
        {
            UE_LOG(LogUObjectBase, Error, TEXT("Virtual functions table is invalid."));
            return false;
        }
    My suspicion is that the error is due entirely to an Engine change.

    If anyone has any suggestion about how I might further isolate the error in the blueprint, any insight into the nature of the error, or might know of a similar problem that I might research, I would very much appreciate the help.


    Edit: Finally tacked down a post that obliquely referenced the problem: https://answers.unrealengine.com/que...d-cast-of.html

    Disabling the new Compilation Manager fixed the problem.
    Last edited by Rhynedahll; 08-27-2017, 12:36 PM.

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  • replied
    to version 2.0 new windows for skills?

    Leave a comment:


  • replied
    Originally posted by Darthlatte View Post
    Hi, OverRated_AU, thanks for the suggestion but I need to set a different image for the tooltip ;-) I'll try fiddling with it some more :-)
    If thats the case then add a new 2d texture variable to the inventory item and tooltip structure and connect the pins up in the inventory manager and UMG.

    Leave a comment:


  • replied
    Hi, OverRated_AU, thanks for the suggestion but I need to set a different image for the tooltip ;-) I'll try fiddling with it some more :-)

    Leave a comment:


  • replied
    Originally posted by Darthlatte View Post
    Hello again, just a quick question - How do I go about adding a second icon type to my items, for example a larger one for the tooltip info? I have tried adding another column to the ItemList datatable (Texture2D) in Excel, but I can't seem to figure out how to get it into the tooltip... Thanks! :-)

    Btw. Thanks OverRated_AU, your suggestion worked like a charm and was a lot easier to implement ;-)
    Hi, The best way of doing this is just by passing the normal icon used for the slot to the tooltip, just create your icons larger to support the scale of the icon size you wish to use on your tooltop, from memory i use 128x128 and the slot size is 64x64 .

    Leave a comment:


  • replied
    Hello again, just a quick question - How do I go about adding a second icon type to my items, for example a larger one for the tooltip info? I have tried adding another column to the ItemList datatable (Texture2D) in Excel, but I can't seem to figure out how to get it into the tooltip... Thanks! :-)

    Btw. Thanks OverRated_AU, your suggestion worked like a charm and was a lot easier to implement ;-)
    Last edited by Darthlatte; 08-24-2017, 04:14 PM.

    Leave a comment:

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