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Action RPG Inventory System

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  • replied
    Hi, I'm trying to modify the inventory a little. I want the inventory to be empty (no slots) when there's no item in it, and when I add a new item the system automatically adds a new slot for that item - when equipping/consuming/destroying the item I want it to remove that slot again so that there's never an empty space in the inventory... Can someone with a greater knowledge of blueprint please help?

    I converted the uniform grid slot to a grid slot instead, and the adding of new slots and items works, but when I try to remove the item/slot again it doesn't remove the right one or removes to many slots - it seems that there's maybe an array somewhere that doesn't update or something else....

    I would be most grateful for any help :-) Thanks

    Click image for larger version

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    Last edited by Darthlatte; 08-22-2017, 06:40 AM. Reason: Added image

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  • replied
    Are there specific render settings required for the focus colors to work?

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  • replied
    Originally posted by OverRated_AU View Post
    Pretty sure that was fixed what version are you using and did you pay for it?
    Yes ! i'm using latest version , but version 4.13 of the engine , because of my main project .

    Actually it doesnt go out of screen . i have 2 monitors , it only goes out of the screen from the side i extended my main monitor , not from the other 3 sides. and this is in the editor , i havent tested a built game yet.

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  • replied
    Got one thing to work (Creating items) by importing my own character and skeleton to set the created items to. Only problem I have now (which occured before I did this) is that Head items doesn't show up at all when you equip them. Can't seem to find anything wrong with the code, and I have not changed anything in the code that should change this.

    Edit: Oh my god. My friend laughed at this issue and it turns out he changed the scale in PlayerCharacter for head items to 0.04. Spent hours to fix this issue, holy cow.
    Last edited by Askyl; 08-20-2017, 02:17 PM.

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  • replied
    Originally posted by Kultured View Post
    Yeah its obviously something I have done to mess everything up and I am trying to hunt down where it is that I have messed something up to remove it and fix these "Accessed None" reference errors.
    Depending on the time you've spent tweaking it you mite be better off starting fresh? to me it looks like your broken the InitializePlayer for the inventory in your player controller.

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  • replied
    Your issue isn't to do with a REINST bug its to do with what you have changed.
    Yeah its obviously something I have done to mess everything up and I am trying to hunt down where it is that I have messed something up to remove it and fix these "Accessed None" reference errors.

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  • replied
    Hi, I've not really played around much in 3D programs. I've just learnt the basics in Blender. Can someone please explain to me how to create an item for the EU4 Mannequin? It works with weapon, rings and offhand but not with anything else.

    To test I just created a box. But it just disappear when you try to equip it? I really don't understand how you should build the skeleton for the hat. Or do I need to export the SK Mannequin skeleton to Blender and use? If someone could write a small guide / tutorial that'd be great!

    Edit: Created my own character using my own skeleton and got it to work!
    Last edited by Askyl; 08-20-2017, 11:18 AM.

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  • replied
    Originally posted by ShadowOf047 View Post
    Any one got any ideas for this question ?

    Pretty sure that was fixed what version are you using and did you pay for it?


    Originally posted by Kultured View Post
    Confirmed, they read"[Inventory Slot]"

    Your issue isn't to do with a REINST bug its to do with what you have changed.

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  • replied
    Originally posted by ShadowOf047 View Post
    Hello .
    I just started with this asset and i have to say it is great .

    Only problem i encountered was that i could drag widgets ( inventory , equipment,etc) out of the screen , and leave them there , which essentially makes them useless . is this intended ?
    Any one got any ideas for this question ?

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  • replied
    Originally posted by unit23 View Post
    When you hover over inventory slots of your equipment widget, the text just reads Inventory Slot?
    Confirmed, they read"[Inventory Slot]"

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  • replied
    Originally posted by Kultured View Post
    It looks fine to me as of right now.
    When you hover over inventory slots of your equipment widget, the text just reads Inventory Slot?

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  • replied
    Originally posted by unit23 View Post
    Does the Equipment widget InventorySlots look like this (see image below), or is there a notice about a REINST error?
    It looks fine to me as of right now.
    Click image for larger version

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    Here's an updated look at what is happening at the moment in the inventory manager component where the errors were pointing too.

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    In game when I press the key to open the inventory
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    Last edited by DK Buzzin; 08-19-2017, 02:20 AM.

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  • replied
    Originally posted by Kultured View Post
    What should I be looking for to fix at this point?
    Does the Equipment widget InventorySlots look like this (see image below), or is there a notice about a REINST error?
    Click image for larger version

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  • replied
    Originally posted by unit23 View Post
    Because the error is still present. Try this. Remove the InventoryLayout from the player HUD, readd it. If the error still there, look into the Equipment widget and hover over the InventorySlots, if they still show a REINST error message, remove the slots and readd them, but first try to just readd the InventoryLayout, after readding rename it to the old name Layout.
    Okay so this may have got me one step closer to finding out exactly where the problem is. I tried removing the Inventory Layout from player HUD and re adding it, sadly nothing changed. Then I tried removing Inventory from Inventory Layout and while that is deleted and I press play, all the errors are cleared, but obviously I cannot use the inventory still. Does this mean the source of my issues are the Inventory UI widget? It seems something is not allowing my inventory manager component to access data from the Inventory Widget using the UI reference.

    One more interesting thing, I went to the locations of all the nodes that had errors, and put an IsValid before calling the Ui references and it eliminates my runtime errors, but all these IsValid nodes are reporting they are Is Not Valid (failing to access) when I print string them. Also inventory nor equipment comes up when I press the open inventory or equipment in game.

    So close to fixing this but so far away at the same time!

    What should I be looking for to fix at this point? Thanks for sticking with me unit23 !!!
    Thanks,
    Dalton
    Last edited by DK Buzzin; 08-18-2017, 01:06 AM. Reason: further trial & error

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  • replied
    Originally posted by Abraham Kim View Post
    Ty for trying to help! I just can't find the drag and drop function that really makes this, you can specify in what widget bp is it? I tried to find on ToolTip and Inventory_Slot

    Thanks!
    Sorry, I misunderstood you, and it is not entirely clear what you want to do.

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