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  • replied
    Originally posted by DiziART View Post
    NEW FIX - Good job, my friend)
    one bug in trace logic. If phisycs - ON. If hit item, and item change location, trace work to last position. Can use this item only stand on old position item.
    I state in the blueprint tutorial that this is the case. Becasue physics isn't synced if the item is in a different position on the server then the client it will create issues when you are trying to pick it up as the use happens server side.

    You can change your game to do the Use check on the client just like the focus check does to draw the outline and use text instead of having the server fire the raycast on the server.
    This way even if the item is in a different position the client will be able to still use it.

    It was a design choice to have the use action done on the server but you are free to change this.

    Leave a comment:


  • replied
    Originally posted by unit23 View Post
    After adding the new interface message, i had to restart the editor, then all Equipment slots were gone, but after re-adding and PIE, inventory system no longer works, getting lot of these errors
    Why did you have to restart the editor? You would have just needed to compile and save a few of the umg widgets after making changes to the slots.

    So you had to re-add the Equipment slots into the Equipment Window in UMG?. That seems crazy that they would just be deleted from your Equipment Widget, I don't know what unreal is doing in your project but something is right messed.
    Try deleting your saved, intermediate and build folders. Crashes can create a lot of bad data in those folders and cause issues.

    The errors themselves are as they say. It's getting a NULL reference. So somewhere something isn't lining up. maybe a reference wire got unhooked during the initialize logic somehow.
    But there were no changes to the InventoryManagerComponent so I don't understand the missing properties errors.



    Can you send me a support email.

    Leave a comment:


  • replied
    Originally posted by Alexarg View Post
    Hi! I got an update yesterday, that was the 1.7.1 ? is there anyway to see what version of an asset from marketspace I am using?
    If you look at the ARPGIS project properties you will see it says a version number. 1.6, 1.7, 1.7.1

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  • replied
    Hi! I got an update yesterday, that was the 1.7.1 ? is there anyway to see what version of an asset from marketspace I am using?

    Leave a comment:


  • replied
    Originally posted by Pirate View Post
    Version 1.7.1 ToolTip Hotfix - Submitted Jan 4th 2017
    ------- Update Notes -------

    This hotfix moves the GetDataTableRow node outside of the UMG widgets and replaces them with an Interface Call on the player controller to avoid any potential blueprint compiler stuff ups.
    After adding the new interface message, i had to restart the editor, then all Equipment slots were gone, but after re-adding and PIE, inventory system no longer works, getting lot of these errors

    Error Blueprint Runtime Error: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property? from function: 'LoadInventory' from node: Clear Children in graph: LoadInventory in object: InventoryManagerComponent with description: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property?
    Error Blueprint Runtime Error: Accessed None trying to read property Inventory from function: 'LoadInventory' from node: Clear Children in graph: LoadInventory in object: InventoryManagerComponent with description: Accessed None trying to read property Inventory
    Error Blueprint Runtime Error: Accessed None from function: 'LoadInventory' from node: Clear Children in graph: LoadInventory in object: InventoryManagerComponent with description: Accessed None
    Error Blueprint Runtime Error: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property? from function: 'AddInventorySlot' from node: Branch in graph: AddInventorySlot in object: InventoryManagerComponent with description: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property?
    Error Blueprint Runtime Error: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property? from function: 'AddInventorySlot' from node: Set ItemInformation in graph: AddInventorySlot in object: InventoryManagerComponent with description: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property?
    Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_Array_Get_Item from function: 'AddInventorySlot' from node: Set ItemInformation in graph: AddInventorySlot in object: InventoryManagerComponent with description: Accessed None trying to read property CallFunc_Array_Get_Item
    Error Blueprint Runtime Error: Attempted to assign to None from function: 'AddInventorySlot' from node: Set ItemInformation in graph: AddInventorySlot in object: InventoryManagerComponent with description: Attempted to assign to None

    Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_Array_Get_Item from function: 'CloseEquipmentWindow' from node: Set IsSlotHovered in graph: CloseEquipmentWindow in object: InventoryManagerComponent with description: Accessed None trying to read property CallFunc_Array_Get_Item
    Error Blueprint Runtime Error: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property? from function: 'CloseEquipmentWindow' from node: Set IsRightMouseButtonDown in graph: CloseEquipmentWindow in object: InventoryManagerComponent with description: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property?
    Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_Array_Get_Item from function: 'CloseEquipmentWindow' from node: Set IsRightMouseButtonDown in graph: CloseEquipmentWindow in object: InventoryManagerComponent with description: Accessed None trying to read property CallFunc_Array_Get_Item
    Error Blueprint Runtime Error: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property? from function: 'CloseEquipmentWindow' from node: Set IsSlotHovered in graph: CloseEquipmentWindow in object: InventoryManagerComponent with description: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property?
    Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_Array_Get_Item from function: 'CloseEquipmentWindow' from node: Set IsSlotHovered in graph: CloseEquipmentWindow in object: InventoryManagerComponent with description: Accessed None trying to read property CallFunc_Array_Get_Item

    Error Blueprint Runtime Error: Accessed None trying to read property Inventory from function: 'OpenInventoryWindow' from node: Set InventoryVisible in graph: OpenInventoryWindow in object: InventoryManagerComponent with description: Accessed None trying to read property Inventory
    Error Blueprint Runtime Error: Attempted to assign to None from function: 'OpenInventoryWindow' from node: Set InventoryVisible in graph: OpenInventoryWindow in object: InventoryManagerComponent with description: Attempted to assign to None

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  • replied
    Background image's change very easy. Don't create Get_Brush. I change all buttons, and BG slot - all good working

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  • replied
    NEW FIX - Good job, my friend)
    one bug in trace logic. If phisycs - ON. If hit item, and item change location, trace work to last position. Can use this item only stand on old position item.

    Leave a comment:


  • replied
    Version 1.7.1 ToolTip Hotfix - Updated Jan 4th 2017
    ------- Update Notes -------

    This hotfix moves the GetDataTableRow node outside of the UMG widgets and replaces them with an Interface Call on the player controller to avoid any potential blueprint compiler stuff ups.

    I will be also linking these notes in the original 1.7 update patch notes at the end of the steps to create the new tool tip system.


    [InventoryHUDInterface]
    - Added new interface function called UI_Get_ToolTip_Info.
    - Added an Input Param called ItemID of Name type.
    - Added an Output Param called InventoryItem of InventoryItem Struct type.


    [InventoryPlayerController]
    - Added logic for implementation of the new UI_Get_ToolTip_Info interface function.


    [Inventory_Slot]
    - Changed the logic in the GetToolTipWidget() function and replaced GetDataTableRow node to use the new UI_Get_ToolTip_Info interface message call.

    [Container_Slot]
    - Changed the logic in the GetToolTipWidget() function and replaced GetDataTableRow node to use the new UI_Get_ToolTip_Info interface message call.

    [HotBar_Slot]
    - Changed the logic in the GetToolTipWidget() function and replaced GetDataTableRow node to use the new UI_Get_ToolTip_Info interface message call.






    Thank you for the bug reports:
    [MENTION=301883]DiziART[/MENTION] [MENTION=31112]unit23[/MENTION]
    Last edited by Pirate; 01-05-2017, 01:53 PM.

    Leave a comment:


  • replied
    Originally posted by unit23 View Post
    Thanks for pointing out that the current issue with REINST affects all ARPGIS users. I rather wait for the official "fix", before i begin messing around, as someone who has two left hands when it comes to programming.
    Yes it looks like accessing datatables in UMG is buggy. I will have to do a hotfix that uses an interface call to access this data then.

    I will post instructions as soon as the hotfix is ready.

    Leave a comment:


  • replied
    Originally posted by Demonith View Post
    Can some one help me out with this plz
    Looks like you just need to remove the redundent node in the InventoryUI or hookup a playercontroller reference. This is just a change to the node in unreals update.

    https://forums.unrealengine.com/show...l=1#post623996

    Leave a comment:


  • replied
    Originally posted by Demonith View Post
    I have little problem here plz help me around
    [ATTACH=CONFIG]123682[/ATTACH]
    Can some one help me out with this plz

    Leave a comment:


  • replied
    Originally posted by ViGamesStudio View Post
    Thank you so much.

    Leave a comment:


  • replied
    This error log entry, is this because i attach the MainHand mesh to a different socket, without updating? Possibly so, any recommendations to avoid that? Should i rather hide the mesh while mounted?

    LogSkinnedMeshComp:Warning: GetSocketByName(None: MainHand): No SkeletalMesh for MainHand
    This seems to avoid the problem:
    Click image for larger version

Name:	mounting.jpg
Views:	1
Size:	233.3 KB
ID:	1120907
    Last edited by unit23; 01-04-2017, 01:24 AM.

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  • replied
    Originally posted by unit23 View Post
    Thanks for pointing out that the current issue with REINST affects all ARPGIS users. I rather wait for the official "fix", before i begin messing around, as someone who has two left hands when it comes to programming.
    I'm currently out at the moment if pirate hasn't posted a fix by the time I'm home ill detail how to fix this issue for you.

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post
    Yes this is a bug with 1.7 that pirate probably missed in his short time testing it, In the IMC where you set inventory slot item, you will need to move that node there and pass the data from the IMC to the inventory slot, i recommend making a new structure for these static variables which you can then pass to UMG.
    Thanks for pointing out that the current issue with REINST affects all ARPGIS users. I rather wait for the official "fix", before i begin messing around, as someone who has two left hands when it comes to programming.

    Leave a comment:

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