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Action RPG Inventory System

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  • replied
    Originally posted by Neveridel View Post
    Hello!

    Thanks for the great content!
    I have couple of questions about merging Inventory project to my own TopDown Twin Stick project.
    1) I can't get outline working even when I'm close to the item. Eventually I managed to make interaction with these items, but the outline doesn't show.
    2) I have rotation with mouse in my inputs and right now the project overtakes mouse movement and I can rotate my character only if I hold mouse button (left or right). How can I disable UI interaction?
    3) I don't need mouse cursor on the HUD, please tell me how to hide it.
    4) I want to use Right Stick of Gamepad to rotate the character and it doesn't work. Help with the gamepad will be appreciated!
    most of the movement controls are in the player controller. Same with hold mouse button down to look, the player controller over rides player character controls.

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  • replied
    Hello!

    Thanks for the great content!
    I have couple of questions about merging Inventory project to my own TopDown Twin Stick project.
    1) I can't get outline working even when I'm close to the item. Eventually I managed to make interaction with these items, but the outline doesn't show.
    2) I have rotation with mouse in my inputs and right now the project overtakes mouse movement and I can rotate my character only if I hold mouse button (left or right). How can I disable UI interaction?
    3) I don't need mouse cursor on the HUD, please tell me how to hide it.
    4) I want to use Right Stick of Gamepad to rotate the character and it doesn't work. Help with the gamepad will be appreciated!
    Attached Files
    Last edited by Neveridel; 09-11-2020, 02:42 PM.

    Leave a comment:


  • replied
    I am having issues loading up the project initially. It gets stuck at 45%. I'm trying to load using 4.24.3 of UE4.

    Leave a comment:


  • replied
    Originally posted by harrism76 View Post
    Hello all, i saw krunkfu and overrated_au post about a crafting system, does this project include a craft system? Could not find so far any data tables or such for crafting. tab 46 line 684
    No crafting included.

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  • replied
    Hello all, i saw krunkfu and overrated_au post about a crafting system, does this project include a craft system? Could not find so far any data tables or such for crafting. tab 46 line 684

    Leave a comment:


  • replied
    I found how to do it. Was a noob Q. Sorry for the Spam
    Last edited by A7hila; 08-23-2020, 05:43 PM.

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  • replied
    Originally posted by Mrminecraftwizz1 View Post

    Thank you, that fixed it.

    Another question I have is how would I make a function that looks in my inventory for a specific item and number of it for my quest system?
    Ill have to look later, but i would say, add a function in the interface with the input to find item ex. name, the amount needed and output if needed. in the player controller add the event (or function if return is needed) for that interface function you just created. in the inventory component create a function to sort through the inventory array for the item you are looking for and see if the amount is enough, return what you need. then connect it to the interface event or function in player controller. then in your quest component or whatever call player controller and that event/function message call. hope that makes sense.

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  • replied
    Originally posted by OllieWilliams View Post
    I am having trouble completing the migration of this system to my project. I seem to get the following warning:

    LogScript: Warning: Script Msg: Attempted to access index 0 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 1 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 2 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 3 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 4 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 5 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 6 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 7 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 8 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 9 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 10 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 11 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 12 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 13 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!

    Not sure what the deal is, but the Inventory object starts as length 0 because the inventory is empty. Inventory size integer correctly shows "28". And when I open the inventory widget i see the right number of empty boxes. But if I try to pick up any item, i get "Inventory Full" log message.

    Anyone know where I should investigate?

    All is well again! For those who may encounter this. When initializing the inventory from the player controller, the route that is removed which populates it with items for demo purposes actually should then route to Server Init Inventory node to initialize and empty inventory.

    Leave a comment:


  • replied
    I am having trouble completing the migration of this system to my project. I seem to get the following warning:

    LogScript: Warning: Script Msg: Attempted to access index 0 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 1 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 2 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 3 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 4 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 5 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 6 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 7 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 8 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 9 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 10 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 11 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 12 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!
    LogScript: Warning: Script Msg: Attempted to access index 13 from array 'Inventory' of length 0 in '/Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C'!

    Not sure what the deal is, but the Inventory object starts as length 0 because the inventory is empty. Inventory size integer correctly shows "28". And when I open the inventory widget i see the right number of empty boxes. But if I try to pick up any item, i get "Inventory Full" log message.

    Anyone know where I should investigate?

    Leave a comment:


  • replied
    Originally posted by Cmcginn View Post

    In the data table make sure the row name and item name are exactly the same for the new weapon, and that the skeletal mesh is selected in the data table. Just ARPGIS right, nothing else added to it yet?
    Thank you, that fixed it.

    Another question I have is how would I make a function that looks in my inventory for a specific item and number of it for my quest system?

    Leave a comment:


  • replied
    Originally posted by Mrminecraftwizz1 View Post
    I watched the adding Items and tried to create a custom sword, I can pick it up and I can equip it but no mesh pops up in my hand, anyone have a fix?
    In the data table make sure the row name and item name are exactly the same for the new weapon, and that the skeletal mesh is selected in the data table. Just ARPGIS right, nothing else added to it yet?

    Leave a comment:


  • replied
    I watched the adding Items and tried to create a custom sword, I can pick it up and I can equip it but no mesh pops up in my hand, anyone have a fix?

    Leave a comment:


  • replied
    Originally posted by OllieWilliams View Post
    I've been looking for an equipment system like this to add to my project. I noticed in the master item list that the equipment objects have a skeletal mesh asset to associate. Most of my items are only static meshes. Is this system usable or will I have to start changing things to make it work without the skeletal mesh?

    Also noticed there is no socket to define in order to attach the items on the character skeleton. Maybe someone who has used this inventory system can give me some feedback before I commit to this.
    As it stands it needs Skeletal mesh, you can export and reimport to get a Sk mesh or you would have to customize it to also use static, might take a little bit but not hard.

    They use a static socket name, so to make it variable you would have to add string, enum, etc to the Struct and manually set it up to use the variable instead of the static socket name. Also, little bit of work but not really difficult.

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  • replied
    I've been looking for an equipment system like this to add to my project. I noticed in the master item list that the equipment objects have a skeletal mesh asset to associate. Most of my items are only static meshes. Is this system usable or will I have to start changing things to make it work without the skeletal mesh?

    Also noticed there is no socket to define in order to attach the items on the character skeleton. Maybe someone who has used this inventory system can give me some feedback before I commit to this.

    Leave a comment:


  • replied
    Originally posted by Coupixel View Post
    I'm at a loss right now. I followed the Migration guide on YouTube to the T, multiple times now, trying to merge this asset with the VRExpansion Plugin player controller and character.

    If I play Offline, it works great. I can loot the container, put items back in, etc...

    Changing to Play as Client - I get the following errors when trying to open any of the containers / standing around.

    Code:
    Blueprint Runtime Error: "Accessed None trying to read property PlayerInventory". Blueprint: InventoryManagerComponent Function: Execute Ubergraph Inventory Manager Component Graph: EventGraph Node: Server Init Inventory
    Blueprint Runtime Error: "Accessed None trying to read property PlayerInventory". Blueprint: InventoryManagerComponent Function: Refresh Inventory Slots Graph: RefreshInventorySlots Node: Get Inventory Items
    Blueprint Runtime Error: "Accessed None trying to read property PlayerInventory". Blueprint: InventoryManagerComponent Function: Update Equipped Stats Graph: UpdateEquippedStats Node: Get Inventory Item
    Any ideas? I've tried just about everything, I'm wondering if there's something specific I should check on the new player controller or player character that might lead me in the right direction.
    Inside the controller do you have the "InventoryManagerComponent" and "EquipmentInventoryComponent/PlayerInventoryComponent"?
    In the controller did you add the InventoryHUDInterfaces?
    What UE version are you running?
    Everything works in the standalone version?
    Try in Character > "SpringArmComponent" make sure you enable "Use Pawn Control Rotation"
    Last edited by w2lf; 07-06-2020, 09:40 AM.

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