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  • replied
    Originally posted by tidiii
    can anyone help me?

    no matter what i do, the reference to mainhandweapon overlap event doesn't work.

    i have even added a capsule collision and made it the root on the weapon actor and it still doesnt work.
    I have never tried to bind onbeginoverlap. Not even sure if it works with those overlap functions, those may already be bound from within the system. . Sorry, not good at event dispatchers at all. What are you trying to do with it?

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  • replied
    I've had this asset pack for a couple of months now when EPIC were giving it away. I have tried to set it up but no luck there!

    Does anyone know how to setup the ACTION RPG inventory system from Market Place? I am using a third person template for a first person shooter and I do not have a character controller which should make it easier. If anyone could shed some light on this I would be eternally grateful!

    Cheers! Glyn.

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  • replied
    edit: nvm. it was UE fault
    Last edited by tidiii; 04-29-2020, 06:21 PM.

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  • replied
    Originally posted by OverRated_AU View Post


    You can loop to get the items thats fine just don't loop to add them because you will be calling these functions over and over which is just bad, instead you should code some logic to check your Inventory and handle the TakeAll as a single function.
    I think i see what your saying. Interesting. Thanks

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  • replied
    Originally posted by OverRated_AU View Post


    You can loop to get the items thats fine just don't loop to add them because you will be calling these functions over and over which is just bad, instead you should code some logic to check your Inventory and handle the TakeAll as a single function.
    the thing is that alot of the variables are local variables and the inventories for containers are local too...which is giving me some problems and i just looped the function and it worked.

    also do you know why i cant seem to get any overlap events from the mainhandweapon reference?

    i did a search and it is now spawning the actor, so it should overlap but it doesn't.

    i checked the weapon_actor and it seems that collision is set to ignoreall on default, so i set it to overlap all but nothing happens.

    i also checked the weapons, the axe, dagger and sword and they all have a physics asset in their skeleton so i have no clue why they are not overlapping...

    please help
    Last edited by tidiii; 04-27-2020, 06:40 PM.

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  • replied
    Originally posted by tidiii View Post

    can you explain why i should never loop? i don't understand why i should never loop.

    also if i dont loop, how am i going to get all of the items in the container/inventory?
    even if i make it myself, i would do a loop and then add it all to the inventory...

    if possible, can you show an example or an alternative to the code?

    You can loop to get the items thats fine just don't loop to add them because you will be calling these functions over and over which is just bad, instead you should code some logic to check your Inventory and handle the TakeAll as a single function.

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  • replied
    Originally posted by Cmcginn View Post

    Hope this helps
    are you still doing your crafting tutorial?

    if you are, can you also create a separate inventory (array) for the crafting materials so that the mats go into that inventory instead?

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  • replied
    Originally posted by OverRated_AU View Post

    There is no discord for ARPG and its a complex asset so you will need good knowledge of the engines blueprint system to understand how to integrate it with anything.



    Creating a take all function using Cmcginn's logic will work but is overall bad and will create issues, you should never loop! yes it was made before data table variables I would recommend updating the loot part of the inventory as its outdated.



    Save the dynamic inventory item stats when loading update the dynamic data from the saved array.
    can you explain why i should never loop? i don't understand why i should never loop.

    also if i dont loop, how am i going to get all of the items in the container/inventory?
    even if i make it myself, i would do a loop and then add it all to the inventory...

    if possible, can you show an example or an alternative to the code?

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  • replied
    Is there ALS V4 integration tutorial ?

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  • replied
    Originally posted by LegendOfSparta View Post

    anyone ?
    what do you mean by dynamic?

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  • replied
    Originally posted by unit23 View Post
    Make sure that the needed parts are replicated.
    do u have discord?so far i think most of the needed vars is replicated properly

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  • replied
    Originally posted by LegendOfSparta View Post

    How can i create a Dynamic inventory ?
    anyone ?

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  • replied
    Originally posted by KhxiSaki View Post

    thanks thats helped a lot also in page 117 for the crafting one do u know what might cause it not to fill when its on multiplayer?in single player crafting works fine but on multiplayer its broken..that fill recipies fucntion is not being called for some reason
    Make sure that the needed parts are replicated.

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  • replied
    Originally posted by unit23 View Post
    What I done, copied the container widget, then setup this new 'buy window', hence adding a interface property bool for IsShop?, then on the InventoryManager added that bool and done the available logic for the container again for the shop. On events such as moving items from this shop window into the player inventory I make a transaction check (has the player enough gold, also added an InventoryItem integer for price, to check against upon transaction. It's a bit rough but works here. The drag and drop logic is found on the container item, here again making basic bool checks if the player has opened a shop window (instead of the default container).
    thanks thats helped a lot also in page 117 for the crafting one do u know what might cause it not to fill when its on multiplayer?in single player crafting works fine but on multiplayer its broken..that fill recipies fucntion is not being called for some reason

    Leave a comment:


  • replied
    Originally posted by KhxiSaki View Post
    hi i wanna know have anyone here done trading system before with this inventory system?
    recently cmcginn make a crafting system and i wanna reuse some of the functinality from that but here my problem..

    im thinking of making a widget window that player in a radius or when they right click to trade and have option to trade with the person
    then when thats done have another widget where player can put the stuff,idk how can i make another widget where i can drag and drop item from one person to one person inventory and when i have a button that say trade it will put that in the other person inventory
    rn im pretty confused on how can i go do this..
    What I done, copied the container widget, then setup this new 'buy window', hence adding a interface property bool for IsShop?, then on the InventoryManager added that bool and done the available logic for the container again for the shop. On events such as moving items from this shop window into the player inventory I make a transaction check (has the player enough gold, also added an InventoryItem integer for price, to check against upon transaction. It's a bit rough but works here. The drag and drop logic is found on the container item, here again making basic bool checks if the player has opened a shop window (instead of the default container).

    Leave a comment:

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