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  • replied
    Originally posted by Cmcginn View Post
    Knaarke, Askyl
    I have before, but it has been awhile. There are a couple of ways to do it, mostly depending on what weapon system you are using. I'll have to look at my projects this weekend to remember how I did it.
    Thanks! I figured it out with the weapon system I use !

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  • replied
    Urgent, reply requested re ARPG bug , The 'initialise player' event when linked to begin play, in the inventory player controller seems to crash 4.19.2 Game breaking bug, needs a fix asap.
    happens when migrating 4.18 into 4.19 , or using launcher itself to update prject to 4.19. Can confirm by deleting initialise player it works fine, so its not the rest of the project. Can you put a fix, or at least screengrab of a version of initialise player thwt works in 4.19.2 and i will simply delete old initliase player BP nodes and recreate from you screengrab.
    Needs urgent fix asap as is holding up a project

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  • replied
    hi
    found what seems to be a major game bug. The 'initialise player' event when linked to begin play, in the inventory player controller seems to crash 4.19.2 Game breaking bug, needs a fix asap

    Leave a comment:


  • replied
    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.
    Attached Files

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  • replied
    Originally posted by Cmcginn View Post
    Knaarke, Askyl
    I have before, but it has been awhile. There are a couple of ways to do it, mostly depending on what weapon system you are using. I'll have to look at my projects this weekend to remember how I did it.
    Nice. Would be great if you find the old project concerning this problem. My "weapon system" if any would be like a "Diablo-One" but without equipping meshes just using the items(weapons) as place holder for stats and so on.
    Thanks for your help!

    Leave a comment:


  • replied
    First of all, I love the inventory, well worth the money! I am trying to save the inventory and equipment from my character on my singleplayer game I'm working on. I set up a Save Game blueprint referencing the "Inventory Item" variable, which I then turned into an array. I Setup the saving and loading functionality as I've seen with many guides, and on the ue4 tutorial. Yet, Nothing saves. Do I have to do anything special to get it to work?

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  • replied

    Knaarke, Askyl
    I have before, but it has been awhile. There are a couple of ways to do it, mostly depending on what weapon system you are using. I'll have to look at my projects this weekend to remember how I did it.

    Leave a comment:


  • replied
    Originally posted by Askyl View Post
    Is there an easy way to add 2-handers. Like if you have a 2-handed weapon equiped, your offhand shield/weapon is unequipped? Also, have one handed weapons the possibility to be in both main hand and offhand?
    Did you or anyone else found a way or has some tipps for achieving such a thing?!
    Appreciating any help.

    Leave a comment:


  • replied
    So I tried following along with the video on merging but i'm not very smart...

    I"ve been working with some code like skill tree, abilities, etc, so I want to merge it.

    I never made a player controller (but does the third person template automatically make one???) so I'm not sure if I should switch out (Cast to inventory controller) to (Player Controller)

    Any help would be great. I need a very stupid and simple explanation.

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  • replied
    Sorry if this has been addressed before but I haven't had any luck with searching. I've added a pane for managing NPC inventory. Modelled very closely on the existing functionality it works great right up until the window is hidden. Once it's re-opened it builds the slots again but doesn't display the icon. I've checked that the inventory is loaded and that the icon is being set (printing out the display name as it's iterating through to set in the images below), bound and unbound inventoryitem.icon and tried *sigh* so many things. Anyone have any idea what's going wrong?

    Click image for larger version  Name:	1.png Views:	2 Size:	253.0 KB ID:	1483203Click image for larger version  Name:	2.png Views:	1 Size:	269.6 KB ID:	1483200 Click image for larger version  Name:	3.png Views:	2 Size:	253.6 KB ID:	1483208
    Last edited by EricDarkomen; 05-31-2018, 10:38 AM.

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  • replied
    Originally posted by Cryptaline View Post
    When I open container and try to pick up items, I can get all items except 2 last (by right click) plus I can drug and drop these last 2 items from container to the inventory with no problem, 4.19
    Someone with this issue and any ideas how to solve?
    Still need a hand with it, I ve tried to debug it but no result. I think it may be something within UI itself but while I'm checking whats wrong I will apreciate any tips from you guys. This issue so frastruating because logs dont say anything, its just my mouse stop register its clicks on to the last 2 items or smth like that. Eh.

    Update: I ve found that this bug is related to a Scrollbar. When Scrollbar within a Scrollbox is active we dont have this issue, however when your Scrollbar is not active or "Allow right click drag scrolling" option is disabled we wont be able to get items thru mouse click event.

    Any sugestions please?

    ‚Äč
    Last edited by Medvega; 05-27-2018, 08:15 AM.

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  • replied
    Hi guys, i've merged the system into my project and everything works fine eccept i cannot pickup anything from the ground. Focus works correctly and i can loot from a container and equip items once they are in my inventory. The "E" input works fine. What should i do?? It's been 2 days of scratching my head and i can't seem to find a solution.

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  • replied
    I'm not sure what happened but now I'm getting an error from the EquipmentInventoryComponent. I haven't changed anything related to it but now it's accessing none from a variable. Here is the error.

    Code:
    Blueprint Runtime Error: Accessed None trying to read property MainHandWeaponReference from function: 'UpdateMainHandWeapon' from node: AttachToComponent in graph: UpdateMainHandWeapon in object: EquipmentInventoryComponent with description: Accessed None trying to read property MainHandWeaponReference
    Any help would be appreciated.

    Edit: It only seems to happen when I load into the level from my MainMenu & Character Creation Menu. But if I just load up the example map it doesn't seem to do it.

    I do have my own custom GameModes for MainMenu and CharacterCreator which in turn has it's own player controller, could that have something to do with it?
    Last edited by xRoci; 04-28-2018, 05:11 PM.

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  • replied

    Originally posted by MixMasta View Post
    Hey guys - anyone know how to parent the mesh (which is inherited from a C++ class) to a camera? Using a different mesh and animation blueprint than creator and it gives me wonky results without the camera being parented I think.

    I would suggest that you create a SpringArm and attach that to your inherited mesh in the components browser. Then you can simply either just make that SpringArm your Cameras parent or use AttachToComponent node (Target is Camera, Parent is SpringArm) in blueprint to move your camera to the spring arm attached on the mesh.

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  • replied
    Hey guys - anyone know how to parent the mesh (which is inherited from a C++ class) to a camera? Using a different mesh and animation blueprint than creator and it gives me wonky results without the camera being parented I think.

    Leave a comment:

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