lunny this asset in my opinion is the best inventory we can find on ue4 u just cant private contact with pirate? i think ur annoying him a little bit and with your spam ur just underrating his work
At this point it's all been resolved, I think.
I would like to get this thread back on track as new viewers are just going to see some drama and it will make the asset and myself look bad.
First off I'm a newbie. I've only been playing with Unreal for 1.5 months now.
I'm building a FPS game and I'm to the point I need an inventory system. I purchased yours and I love what I know it can be.
That being said I've spent all week trying to integrate it into my game and I am having no luck.
I've watched the merge video at least 10 times now and I can not get it to work.
Here is the point I'm at.
If I use the standard player controller that came with the FPS mode I can see your hud but when I hit the I button nothing happens.
If I set the game mode to use the inventory player controller the inventory system works but my character cannot move, jump, etc.
Can you tell me what I'm doing wrong?
At this point my project is at a standstill so any direction you can give me would be appreciated.
Thanks,
Arthur
Double check your character class doesn't have input code that conflicts with the player controllers input setup. Epic templates tend to throw everything into the Character class and not have a Controller, when your controls should just be in the controller.
Not sure where there would be an issue though without seeing your project.
Do you have the input keybinds setup in your project input settings? and your Character class parented to EquipmentCharacter?
First off I'm a newbie. I've only been playing with Unreal for 1.5 months now.
I'm building a FPS game and I'm to the point I need an inventory system. I purchased yours and I love what I know it can be.
That being said I've spent all week trying to integrate it into my game and I am having no luck.
I've watched the merge video at least 10 times now and I can not get it to work.
Here is the point I'm at.
If I use the standard player controller that came with the FPS mode I can see your hud but when I hit the I button nothing happens.
If I set the game mode to use the inventory player controller the inventory system works but my character cannot move, jump, etc.
Can you tell me what I'm doing wrong?
At this point my project is at a standstill so any direction you can give me would be appreciated.
Thanks,
Arthur
A quick tip on how to ghetto fix issues. If your inventory does not open with the I key, try to put a PRINT TEXT node in between some places, so when you press I you can tell how far the code is going before stopping to work as intended. This way you can tell if the code even considers you pressing I or whether it fails somewhere further into the code.
A quick tip on how to ghetto fix issues. If your inventory does not open with the I key, try to put a PRINT TEXT node in between some places, so when you press I you can tell how far the code is going before stopping to work as intended. This way you can tell if the code even considers you pressing I or whether it fails somewhere further into the code.
Ether that or use break points add one just after the code your testing, use F9 to toggle them for each node.
Last edited by OverRated_AU; 05-14-2016, 08:50 PM.
FOUND IT!!! There was a reference to a character variable in the movement section that was not pointing at my character. I switched in my character reference and everything works great now!
Thank you Black cat, Overrated and of course Pirate!!!
I'm having a little issue attatching a particle effect to a weapon for like an enchantment, I attatched it in the blueprint but it only attaches to the static mesh and shows when its initially placed in the level.
is there any way to get it to attach to the Skeletal mesh I made sockets on the skeletal mesh and added the particle in persona but still not showing while equipped. is there an area in the inventory system where it spawns the skeletal mesh I have been searching for a way to do this but no luck
I got it to work but I'm not sure if this is a proper way to do it, I did it all in the EquipmentInventoryComponent and the function is called after UpdateEquippedMeshes for the mainhand
Pirate, I'm still new and I apologize but I did not fully understand what I needed to modify in the EquipmentCharacter class. so I went with trying to modify what happened after the update mesh function.
Having a small issue with creating UI graphics, as demonstrated in the video. Using the same settings as in the video, but my custom ui icons always end up lit overbright like this.
Having a small issue with creating UI graphics, as demonstrated in the video. Using the same settings as in the video, but my custom ui icons always end up lit overbright like this.
Looks like an sRGB issue try ticking the sRGB box in your texture off to see if it corrects
I got it to work but I'm not sure if this is a proper way to do it, I did it all in the EquipmentInventoryComponent and the function is called after UpdateEquippedMeshes for the mainhand
Pirate, I'm still new and I apologize but I did not fully understand what I needed to modify in the EquipmentCharacter class. so I went with trying to modify what happened after the update mesh function.
You will be better off changing the main hand to a actor equip system and do all your emitters inside the weapons blueprint its self.
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