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  • replied
    Originally posted by OverRated_AU View Post
    Did you add the Get Data Table Row Node back ? you will have to pass the variables you need from the IMC instead of pulling them within UMG.
    Are you saying that the original 1.7 reference should be changed? I use the default setup, without any edits.

    This does include the GetTable node.

    Are you saying that i should not use the GetTable node?

    The above fix was working without issues, until restart or crash. Unfortunately the editor frequently crashes when editing BlendSpaces.

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  • replied
    Originally posted by unit23 View Post
    After restarting or crash the error is back.
    Did you add the Get Data Table Row Node back ? you will have to pass the variables you need from the IMC instead of pulling them within UMG.

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post
    Glad that helpped, epic states this isn't a bug its more a design flaw in UMG, as long as your slots are still showing within the widget with the issue recompiling should be the only thing you need to do to clear the issue.
    After restarting or crash the error is back.

    Leave a comment:


  • replied
    Originally posted by unit23 View Post
    Okay, this resolved the issue actually. Thanks OverRated! This Unreal Engine Bug, hard to pin this down when there is literally no debugging possibility, and no visible alert message.

    I was able to resolve this, with above hint from OverRated, to remove the GetTable node, then i quit. Reopened, and had to re-add the slots, and variables inside Equipment widget. It might be enough to just delete the node, and readding it without the extra steps.

    [ATTACH=CONFIG]123709[/ATTACH]
    Glad that helpped, epic states this isn't a bug its more a design flaw in UMG, as long as your slots are still showing within the widget with the issue recompiling should be the only thing you need to do to clear the issue.

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post
    Try removing the Get Data Table Row then recompile and save then restart your project then see if the problem is fixed, i had a similar experience when i tired that method.
    Okay, this resolved the issue actually. Thanks OverRated! This Unreal Engine Bug, hard to pin this down when there is literally no debugging possibility, and no visible alert message.

    I was able to resolve this, with above hint from OverRated, to remove the GetTable node, then i quit. Reopened, and had to re-add the slots, and variables inside Equipment widget. It might be enough to just delete the node, and readding it without the extra steps.

    Click image for larger version

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  • replied
    Originally posted by unit23 View Post
    It is the same as the one from the 1.7 reference project. Only change is an addition to the InventoryItem array (which is not used).

    [ATTACH=CONFIG]123708[/ATTACH]
    Try removing the Get Data Table Row then recompile and save then restart your project then see if the problem is fixed, i had a similar experience when i tired that method.

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post
    In your inventory slot widget have you changed the tooltip to pull the static variables from the data table?
    It is the same as the one from the 1.7 reference project. Only change is an addition to the InventoryItem array (which is not used).

    Click image for larger version

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  • replied
    Originally posted by unit23 View Post
    I use 1.7 based on a merged version with the TopDownKit. While i was figuring out how to best replace slot backgrounds, i've altered the background brush. Other than that, and manual 1.7 upgrade instructions, there were no edits/additions to that widget.
    In your inventory slot widget have you changed the tooltip to pull the static variables from the data table?

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post
    What version of the inventory are you using? and have you added any logic into the inventory slot widget?
    I use 1.7 based on a merged version with the TopDownKit. While i was figuring out how to best replace slot backgrounds, i've altered the background brush. Other than that, and manual 1.7 upgrade instructions, there were no edits/additions to that widget.

    It is unclear how to resolve the issue, i already tried to remove all my additions (buttons and functions), from inventory. Currently going through the inventory slot, trying to spot some differences.

    By far one of the most confusing errors so far.
    Last edited by unit23; 01-03-2017, 08:36 PM.

    Leave a comment:


  • replied
    Originally posted by unit23 View Post
    Hello OverRated, thanks for posting this screenshot, because i initially thought this REINST issue would show as an error, not in form of a sneaky hovering tooltip message. Yes i have this issue in my equipment widget, besides not touching that widget at all.
    What version of the inventory are you using? and have you added any logic into the inventory slot widget?

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post
    When you hover over the child widget do you see a REINST?

    Hello OverRated, thanks for posting this screenshot, because i initially thought this REINST issue would show as an error, not in form of a sneaky hovering tooltip message. Yes i have this issue in my equipment widget, besides not touching that widget at all.

    Leave a comment:


  • replied
    I have little problem here plz help me around
    Click image for larger version

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  • replied
    Originally posted by Pirate View Post
    You can also cross reference the change log with a new project you create that already has the changes implemented.
    That should help you if the screenshots aren't enough to show you want to do in your own project where you already merged the previous version.
    I have removed the old version from the vault, and got the new one and can see that it has the 1.7 changes.
    I opened up my project and obviously nothing has changed, as expected.
    So now I'll have to go through your changelist and copy the new versions of the files over to my own project, right?
    I feel like I'm gonna miss some change somewhere doing it this manually. Am I missing something or is this just how it has to be?

    Thx, and sorry for the basic questions. I just wanna make sure I'm doing it right!
    For the record, I haven't made many changes to the default scripts anyway. I've just added a few new items etc.

    EDIT:
    For instance, here's a snippet from your changelog:
    Click image for larger version

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    So the bits where you say the file you've edited, and then the stuff you've changed/removed from it. Will I have to go into that and delete/change those too? It seems I will if I'm doing it manually? I could of course just wholesale migrate it all again but I'd have to go through all the Merge stuff again and spend a couple of hours doing it which I don't fancy.
    I'm probably making more of this than I need to (and I'm not complaining by the way) but as I said I want to make sure I'm not wasting more time than I need to and do it without errors due to manually editing lots of files etc
    Last edited by dazuk1978; 01-03-2017, 05:27 PM.

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  • replied
    Originally posted by Emrehan View Post
    Thanks a lot for your suggestion. I created a radio button for the crafting panel, and I connected it to the datatable so that the items automatically generated in the widget. In the same way, Crafting Informations come from the Data Table and Crafting progress starts when i press the button.

    http://i.imgur.com/UqcQ4VR.jpg

    How can I access the total amount value of item (example apple) that are scattered in different slots in the inventory?

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  • replied
    Originally posted by dazuk1978 View Post
    Ah I see. So I'll remove local content and re-get it to get the 1.7 version, then I can follow all your steps to get the latest changes working.
    Okay, that's cool.
    Just listen out for my cries of help when I inevitably **** things up

    Cheers
    You can also cross reference the change log with a new project you create that already has the changes implemented.
    That should help you if the screenshots aren't enough to show you want to do in your own project where you already merged the previous version.

    Leave a comment:

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