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    Thanks a lot for the answer ! I indeed didn't update the system since I merged it, guess now's the time to go through those updates

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      Just a heads up, I have asked Epic to put the Action RPG Inventory on sale with 20% off for a week starting tomorrow April 20th 2016.
      So it should be updated on the store tomorrow at some point as they haven't contacted me saying otherwise.
      \\VANGUARD INTERACTIVE

      Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
      Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
      Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle

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        I wanted to mention that I was having a similar issue to a post mentioned here. I have enemies have equipped items be randomized, but after they die and go into ragdoll, they cannot be looted, even though the blueprint specifies for it. Here is the weird thing: If by default I set the "IsUable" boolean to true, when my AI runs around, they can be looted. It seems only when the default is set to false that it does not work.

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          Originally posted by GageCornelius View Post
          I wanted to mention that I was having a similar issue to a post mentioned here. I have enemies have equipped items be randomized, but after they die and go into ragdoll, they cannot be looted, even though the blueprint specifies for it. Here is the weird thing: If by default I set the "IsUable" boolean to true, when my AI runs around, they can be looted. It seems only when the default is set to false that it does not work.
          Gage, Make sure you set the variable to ' is usable ' to true when they ragdoll and not before.
          Also, since there's a difference in physics generation between client and server, the enemy you might be trying to loot might be at a different spot than he is on the server if that makes sense

          Comment


            Originally posted by wvaughn409 View Post
            I would like to request some help with the Action RPG Inventory System. I have about 99% successful integration of your plugin into our game project, but I'm stuck on one bug that I cannot seem to track down. When an item is looted from Muppet (or other), the associated mesh item is removed from Muppet's body, added to the player's inventory, but the item image/slot is not removed from the container window. The icon will not go away but when all items are looted, the window closes like it's supposed to and cannot be opened again. Could you please assist me with this issue?
            If this is only happening on Muppet I would suggest going into the Muppet Blueprint and make sure each of the Interface Functions are all setup. Sometimes they can get unhooked when migrating. For the behavior you are seeing I would check the Interface Function GetContainerInventory first to make sure it is returning a reference of Muppets InventoryComponent.

            If you are still having issues drop me a message at support@vanguardinteractive.com
            \\VANGUARD INTERACTIVE

            Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
            Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
            Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle

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              Originally posted by exphrasis View Post
              Gage, Make sure you set the variable to ' is usable ' to true when they ragdoll and not before.
              Also, since there's a difference in physics generation between client and server, the enemy you might be trying to loot might be at a different spot than he is on the server if that makes sense
              Exactly if you are having troubles looting ragdolled corpses it's because the servers position of the corpse and the clients can and most often will be different. This is the same issue you will run into with physics items. If you drop most items they will land in the same spot but things like apples may roll or when you kick them around they will get out of sync. That's why in most multiplayer games physics is used for visual and not gameplay things. Like when a wall explodes it doesn't matter if all the chunks land in the same place. You can sync physics over network in unreal but it's not recommend and will be extremely bandwidth intensive.

              If you are making a physics heavy game you can always change it to do the USE Actor check client side, then just tell the server what you want to use. If you do this though I would suggest trying to add in some anti hacking logic/checks to make it a little more secure though.
              Last edited by Pirate; 04-20-2016, 02:52 AM.
              \\VANGUARD INTERACTIVE

              Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
              Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
              Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle

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                I'm happy this is on sale! Such a great asset for anyone building any game that has an inventory.
                Robviously - Lone Pioneer Studios

                Marketplace Items:
                Mount and Taming Blueprint
                Status Effects and Combat Text Blueprint
                Laser Rangefinder Blueprint

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                  I was building an inventory system in C++ and bought this as an extra reference. Was happy to see this was component based system, so props for doing it in a good way.

                  What really drew me in was the way the items are equippable and displayed over the network. I'm interested in a weight painting tutorial for Maya, binding the item meshes to the skeleton. The weapons tutorials was a great reference, just need to similarly make sure I do weighting properly.

                  I saw it mentioned early in the thread but didn't see it on Pirate's YouTube channel. Maybe there is a guide someone can point me to?

                  edit: especially a guide on exporting parts off of infinity blades chars
                  Last edited by zerosum0x0; 04-23-2016, 04:01 AM.

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                    How long will it be on sale?

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                      Until tuesday/wednesday
                      \\VANGUARD INTERACTIVE

                      Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
                      Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
                      Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle

                      Comment


                        Can this be used in multiple creatures as if they were controlled by the player? For instance you click on one creature, that is the player and you can do things with its inventory, you can only do if it was the player. Then you choose another creature and its inventory has the same feature set as the previous creature you controlled. Or is it designed to be used with just one creature as the player? Hope my question makes sense.

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                          Originally posted by Ariegos View Post
                          Can this be used in multiple creatures as if they were controlled by the player? For instance you click on one creature, that is the player and you can do things with its inventory, you can only do if it was the player. Then you choose another creature and its inventory has the same feature set as the previous creature you controlled. Or is it designed to be used with just one creature as the player? Hope my question makes sense.
                          If you keep the inventory component on the player controller they can all share the inventory.
                          If you move it to the Character then each character can have it's own Inventory.

                          In the demo the player has the Inventory on the controller and it's quite trivial to move it to the character. The NPC's have it on the character.
                          So depending on the type of game you want it is fairly easy to move it to the places you want.
                          \\VANGUARD INTERACTIVE

                          Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
                          Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
                          Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle

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                            When changing the controls to more of an FPS style, as instructed in your video tutorial, I noticed that the cursor has unwanted behavior. Whenever UI Mode is true, the cursor will appear in a random place (wherever it was last, but just hidden). This can get annoying for the player. Could anyone give me advice on how to make the cursor locked to one area? Instead of just appearing wherever it was last? That way, when you're running around and open something up, you can have a good idea of where your cursor is going to show up, for example, the center of the screen.

                            Comment


                              Originally posted by Ziven View Post
                              When changing the controls to more of an FPS style, as instructed in your video tutorial, I noticed that the cursor has unwanted behavior. Whenever UI Mode is true, the cursor will appear in a random place (wherever it was last, but just hidden). This can get annoying for the player. Could anyone give me advice on how to make the cursor locked to one area? Instead of just appearing wherever it was last? That way, when you're running around and open something up, you can have a good idea of where your cursor is going to show up, for example, the center of the screen.
                              Code:
                              	APlayerController* PlayerController = Cast<APlayerController>(GetController());
                              
                              	if (PlayerController)
                              	{
                              		const ULocalPlayer* LocalPlayer = PlayerController->GetLocalPlayer();
                              		if (LocalPlayer && LocalPlayer->ViewportClient)
                              		{
                              			FViewport* Viewport = LocalPlayer->ViewportClient->Viewport; 
                              			if (Viewport)
                              			{
                              				FVector2D ViewportSize;
                              				LocalPlayer->ViewportClient->GetViewportSize(ViewportSize);
                              				const int32 X = static_cast<int32>(ViewportSize.X * 0.5f);
                              				const int32 Y = static_cast<int32>(ViewportSize.Y * 0.5f);
                              
                              				Viewport->SetMouse(X, Y);
                              			}
                              		}
                              
                              	}

                              Comment


                                Hi [MENTION=39476]Pirate[/MENTION]

                                I bought it. I am impressed with this inventory system.


                                Thanks
                                lunybunny.com
                                lunybunny.com

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