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Action RPG Inventory System

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  • replied
    Just added the inventory back in from the new version and it works perfectly. Thanks

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  • replied
    Originally posted by poke1103 View Post
    Hey what did you end up doing to get that working like that?
    A topic on this subject can be found here, see my reply there too https://forums.unrealengine.com/show...your-HUD-or-UI

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  • replied
    Originally posted by KrunkFu View Post
    I just started a new project in 4.15 with the latest version of the inventory. I'm using the inventory's player controller, HUD, and gamemode. Everything seems to work except I can't drag the inventory windows around. If I click and drag the mouse disappears and reappears where I last clicked when I release. I'm sure I'm overlooking something simple but if you can point me in the right direction that would be great.

    Also the inventory window appears off screen but I think I need to just change where the widget is anchored to fix that.
    Yes as Tylrin says.

    Also I have just had epic update the 4.15 files so starting now, new projects made in 4.15 and newer versions will have the windows drag-able by default again (now that the engine bug is fixed).

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  • replied
    Hey KrunkFu,

    Set the Bool IsWindowLocked in the Widgets to false. That will fix it, I think.

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  • replied
    I just started a new project in 4.15 with the latest version of the inventory. I'm using the inventory's player controller, HUD, and gamemode. Everything seems to work except I can't drag the inventory windows around. If I click and drag the mouse disappears and reappears where I last clicked when I release. I'm sure I'm overlooking something simple but if you can point me in the right direction that would be great.

    Also the inventory window appears off screen but I think I need to just change where the widget is anchored to fix that.

    Leave a comment:


  • replied
    Originally posted by poke1103 View Post
    Hey what did you end up doing to get that working like that?
    You will want to use render targets to render from a camera view to a texture. You will need to setup the camera to ignore other objects etc.

    A quick google search came up with this tutorial that might help get you started in the right direction.

    https://www.youtube.com/watch?v=BnLHBJMX0cE

    I know a few versions ago UE4 added some improvements to the Render to Texture tools but I don't recall exactly what has been changed.
    Maybe some others can chip in with any material online they might have seen that was useful in getting a good render target setup for a character paperdoll.

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  • replied
    Originally posted by poke1103 View Post
    Hey what did you end up doing to get that working like that?
    You should be able to google how to setup something similar, apart from networking support doubt theres any videos covering that.

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  • replied
    Originally posted by OverRated_AU View Post
    All of those features are fairly simple to add in on your own, just like adding in a character portrait :P.


    Hey what did you end up doing to get that working like that?

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  • replied
    Originally posted by poke1103 View Post
    Do you happen to have a video tutorial on how to setup items? Like picking them up...etc?
    All the video tutorials can be found listed in the first post. If you take a look at our youtube channel you will see all the tutorials for our 3 marketplace assets.

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  • replied
    Originally posted by Pirate View Post
    Glad you got it all working
    Do you happen to have a video tutorial on how to setup items? Like picking them up...etc?

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  • replied
    Originally posted by poke1103 View Post
    it was working after adding the Super::BeginPlay(); in C++
    The Inventory was anchored to the right side of the screen so I couldn't see it until I was in full screen mode.
    Glad you got it all working

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  • replied
    Originally posted by Pirate View Post
    It looks like the InventoryUI reference is null. This is set during the InitializePlayer function in the InventoryPlayerController. Please double check it's reading a valid reference.

    The InventoryHUD class loads the HUDLayout UMG widget and the InventoryPlayerController reads this from the HUD class to set the InventoryUI reference (of the HUDLayout widget) in the InventoryManagerComponent.

    It is possible your same mode is not loading the InventoryHUD class. If you double check those two areas it ahould be easy to spot what's causing the reference to not be valid.

    If you are still having issues please email us at our support email so I can help you quicker.
    So I realized now that it's not even calling the begin play method of my controller class:

    http://i.imgur.com/PNh0lFK.png

    That print statement isn't even being displayed. I checked the game mode though and it is using that bp.

    Edit 1:
    The constructor (construction script) seems to execute fine? Should I just do this initialization in the constructor instead? About to test.

    Edit 2:
    Same resulting error... the Inventory widget is null.

    Edit 3:

    I figured it out!! My controller is in a C++ version and the beginplay function wasn't calling the superclass function. So evidently if you don't call Super::BeginPlay(); in C++ it won't fire the BP version of the function. I'm assuming this is the same for all events actually. Hopefully this helps others in the future lol.

    Edit 4:
    Now the problem is the same with the bag (B)
    http://i.imgur.com/Flzw3AX.png

    I got the equipment to open up by pressing (I).

    http://i.imgur.com/zunGKQq.png

    Edit 5:

    Nevermind, I'm dumb it was working after adding the Super::BeginPlay(); in C++
    The Inventory was anchored to the right side of the screen so I couldn't see it until I was in full screen mode.
    Last edited by poke1103; 02-26-2017, 07:07 PM.

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  • replied
    Originally posted by Pirate View Post
    It looks like the InventoryUI reference is null. This is set during the InitializePlayer function in the InventoryPlayerController. Please double check it's reading a valid reference.

    The InventoryHUD class loads the HUDLayout UMG widget and the InventoryPlayerController reads this from the HUD class to set the InventoryUI reference (of the HUDLayout widget) in the InventoryManagerComponent.

    It is possible your same mode is not loading the InventoryHUD class. If you double check those two areas it ahould be easy to spot what's causing the reference to not be valid.

    If you are still having issues please email us at our support email so I can help you quicker.
    I'm not using InventoryPlayerController. I have my own controller.

    This is my begin play:
    1. http://i.imgur.com/XWEwGpU.png
    2 (continuation).
    http://i.imgur.com/5rLv3R0.png

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  • replied
    Originally posted by poke1103 View Post
    http://i.imgur.com/VO3w8TQ.png

    I went through the video tutorial and after this comes up whenever I try to press "I" to open the inventory.
    It looks like the InventoryUI reference is null. This is set during the InitializePlayer function in the InventoryPlayerController. Please double check it's reading a valid reference.

    The InventoryHUD class loads the HUDLayout UMG widget and the InventoryPlayerController reads this from the HUD class to set the InventoryUI reference (of the HUDLayout widget) in the InventoryManagerComponent.

    It is possible your same mode is not loading the InventoryHUD class. If you double check those two areas it ahould be easy to spot what's causing the reference to not be valid.

    If you are still having issues please email us at our support email so I can help you quicker.

    Leave a comment:


  • replied
    http://i.imgur.com/VO3w8TQ.png

    I went through the video tutorial and after this comes up whenever I try to press "I" to open the inventory.

    Leave a comment:

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