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  • replied
    Originally posted by Pirate View Post
    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).
    Would you be so nice and list all affected files you changed, thanks.

    Leave a comment:


  • replied
    Originally posted by unit23 View Post
    This bug may break InventoryLayout (removes Inventory content from main HUD widget) https://answers.unrealengine.com/que...um-broken.html

    Temp fix, upon project restart, remove and readd InventoryLayout (rename to Inventory), or use Preview 3 build from GitHub (speculative fix)

    Still investigating

    Added bug report

    https://answers.unrealengine.com/que...-to-break.html
    Actually what fixed the breaking of the widget for me, was to move the hotbar widget into another one, instead to be part of the InventoryLayout. Somehow that randomly caused the InventoryLayout to break with a REINST error.

    Leave a comment:


  • replied
    Originally posted by KrunkFu View Post
    Has anyone managed to add tabs or some other way to organize items with this inventory. I'm going to have to do it soon. If anyone has done it do you have any tips or things to keep in mind that might save me some time?
    If your talking about item filters? then yes.

    Leave a comment:


  • replied
    Has anyone managed to add tabs or some other way to organize items with this inventory. I'm going to have to do it soon. If anyone has done it do you have any tips or things to keep in mind that might save me some time?

    Leave a comment:


  • replied
    Originally posted by poke1103 View Post
    Is there a variable of the inventory items? Like a TArray that is replicated and I can serialize the inventory data to save/load in a multiplayer environment? Also, where do I go to load the player data (I want to load from JSON).
    The inventory components have functions to get all the items or load in intems easily. You just need to make sure the server is doing it.

    For an example on loading items if you look in the InventoryPlayerController in the InitializePlayer function you will see where it calles a function to load the starting items. You would want to change that function to instead read thr data from a json object instead of the example datatable. But looking at that function will show you how to load items and equipment on start up.

    Leave a comment:


  • replied
    Originally posted by LeamDelaney View Post
    Hey,

    I would really like to know if there is any really good documentation available for this which would help with porting this for gamepad use?
    There are some tutorials for setting up UMG to respond for controllers on youtube. When I get home I will try to find it and update the post. Most of the changes you would make would be in the UMG editor itself I believe. Core changes to the Inventory itself would not be needed for controller support.

    The logic on the UI for clicking (using)the items is found on the slot widgets event graph and is very basic.

    Leave a comment:


  • replied
    Hey,

    I would really like to know if there is any really good documentation available for this which would help with porting this for gamepad use?

    Leave a comment:


  • replied
    Is there a variable of the inventory items? Like a TArray that is replicated and I can serialize the inventory data to save/load in a multiplayer environment? Also, where do I go to load the player data (I want to load from JSON).

    Leave a comment:


  • replied
    Click image for larger version

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    Why am I experiencing such an error every time I open the project? I didn't see a problem in the game.

    FIXED: I moved the files and changed their names, the problem was solved.
    Last edited by Emrehan; 03-13-2017, 12:40 PM.

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post
    Please re-save this asset to avoid issues with localization and determinstic cooking.

    This isn't a bug they changed the back end of Enum's in 4.15 all the warning is telling you to do is to re-save all your Enum's in the editor once you have done that the warning will clear it self.



    , thanks for sharing the link

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post
    Please re-save this asset to avoid issues with localization and determinstic cooking.

    This isn't a bug they changed the back end of Enum's in 4.15 all the warning is telling you to do is to re-save all your Enum's in the editor once you have done that the warning will clear it self.
    Still testing but saving enums seems to indeed fix this problem.

    Leave a comment:


  • replied
    Anyone getting these warnings, after upgrade to 4.15?

    [2017.03.12-23.25.33:482][237]LogBlueprint:Warning: [Compiler InventoryManagerComponent] Warning 'Equipment Inventory Component' does not inherit from 'Inventory Component' ( Cast To EquipmentInventoryComponent would always fail).
    [2017.03.12-23.25.33:531][237]LogBlueprint:Warning: [Compiler InventoryManagerComponent] Warning 'Equipment Inventory Component' does not inherit from 'Inventory Component' ( Cast To EquipmentInventoryComponent would always fail).
    [2017.03.12-23.25.33:663][237]LogBlueprint:Warning: [Compiler InventoryManagerComponent] Warning [0077.58] Compile of InventoryManagerComponent successful, but with 2 Warning(s) [in 275 ms] (/Game/LOE/Components/Inventory/InventoryManagerComponent.InventoryManagerComponent)
    [2017.03.12-23.25.33:671][237]LogBlueprint:Warning: [Compiler InventoryManagerComponent] Warning [0077.59] Compile of InventoryManagerComponent successful, but with 3 Warning(s) [in 6 ms] (/Game/LOE/Components/Inventory/InventoryManagerComponent.InventoryManagerComponent)
    [2017.03.12-23.25.33:671][237]LogBlueprint:Warning: [Compiler InventoryManagerComponent] Warning [0077.59] Compile of InventoryManagerComponent successful, but with 4 Warning(s) [in 0 ms] (/Game/LOE/Components/Inventory/InventoryManagerComponent.InventoryManagerComponent)

    Leave a comment:


  • replied
    Originally posted by Pirate View Post
    I have seen this error displayed for enums in 4.15 in a few different projects. It's obvious the error being displayed itself is an error in these cases as everything continued to work fine.

    I found going into every place that uses the enum showing up in the buggy error message and clicking in the logic on the nodes that are accessing the enums and the enum variables (if there are any) and recompiling the blueprints managed to make the error go away when loading the project.

    But that is a pain in your project it caused an issue with the widget. I was seeing it in the ARPGIS for the visibility enum for the widgets and have recently updated the 4.15 version of ARPGIS with the method above to get rid of the error (which happened after upgrqding to 4.15). Again everything was working fine but it was annoying aeeing this enum error pop up on load.

    Hopefully they fix this 4.15 bug in an incremental release.

    Thanks for posting your info on it. Hopefully with your info and mine anyone seeing weird enum errors in 4.15 will have a better understanding of the new 4.15 bug

    Please re-save this asset to avoid issues with localization and determinstic cooking.

    This isn't a bug they changed the back end of Enum's in 4.15 all the warning is telling you to do is to re-save all your Enum's in the editor once you have done that the warning will clear it self.
    Last edited by OverRated_AU; 03-12-2017, 05:45 AM.

    Leave a comment:


  • replied
    Originally posted by unit23 View Post
    This bug may break InventoryLayout (removes Inventory content from main HUD widget) https://answers.unrealengine.com/que...um-broken.html

    Temp fix, upon project restart, remove and readd InventoryLayout (rename to Inventory), or use Preview 3 build from GitHub (speculative fix)

    Still investigating

    Added bug report

    https://answers.unrealengine.com/que...-to-break.html
    I have seen this error displayed for enums in 4.15 in a few different projects. It's obvious the error being displayed itself is an error in these cases as everything continued to work fine.

    I found going into every place that uses the enum showing up in the buggy error message and clicking in the logic on the nodes that are accessing the enums and the enum variables (if there are any) and recompiling the blueprints managed to make the error go away when loading the project.

    But that is a pain in your project it caused an issue with the widget. I was seeing it in the ARPGIS for the visibility enum for the widgets and have recently updated the 4.15 version of ARPGIS with the method above to get rid of the error (which happened after upgrqding to 4.15). Again everything was working fine but it was annoying aeeing this enum error pop up on load.

    Hopefully they fix this 4.15 bug in an incremental release.

    Thanks for posting your info on it. Hopefully with your info and mine anyone seeing weird enum errors in 4.15 will have a better understanding of the new 4.15 bug

    Leave a comment:


  • replied
    This bug may break InventoryLayout (removes Inventory content from main HUD widget) https://answers.unrealengine.com/que...um-broken.html

    Temp fix, upon project restart, remove and readd InventoryLayout (rename to Inventory), or use Preview 3 build from GitHub (speculative fix)

    Still investigating

    Added bug report

    https://answers.unrealengine.com/que...-to-break.html
    Last edited by unit23; 03-12-2017, 12:31 AM.

    Leave a comment:

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