Announcement

Collapse
No announcement yet.

Action RPG Inventory System

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by Lord Caine View Post
    Hi Over,

    Thanks for sharing that with me. I've been watching your other videos too. Remnants looks like it is coming along fine.

    I'm taking a modular approach to my game. The first level will not have any multiplayer in it. This affords me the chance to learn the unreal environment while building a game. I've spent the past couple of year learning LUA and although it was fun I'm enjoying the power of the Unreal environment.

    I hope I can get to where you are with the inventory system soon. Right now I just have the HUD working. I need to try some of the things Will mentioned in the previous post tonight.

    Regards,

    Lord Caine
    Sounds like a plan its always best to start off small , I also come from a lua scripting background used it for 6 years, i also prefer the visual scripting in unreal over lua haha.

    Comment


      Making Progress

      Hi Will,

      I tried reparenting my character back to the base character class and then unreal crashed everytime I hit the play button. I got tired of that and just removed the init equipment code in the initialize user and that worked fine.

      I've tweaked my inventory layout so it is pretty much where I want it.

      I'm getting all of these runtime errors about my character references being none and my hud references being none. I'm basically going into the routines that are failing and replacing the references with casts just so I can get it to work. Any idea why the references would be failing?
      Attached Files

      Comment


        Hi there,

        I've hit another road block. I have no inventory slots now and can not add any new slots.

        I still can't interact with anything I've dropped on the map. Here are the error messages I'm getting on the inventory slots:


        LogScript:Warning: Attempted to get an item from array InventorySlots out of bounds [14/0]!
        PIE:Error: 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
        PIE:Error: Error Blueprint Runtime Error: Attempted to assign to None from function: 'AddInventorySlot' from node: Set ItemInformation in graph: AddInventorySlot in object: InventoryManagerComponent
        LogScript:Warning: Attempted to get an item from array InventorySlots out of bounds [14/0]!
        LogScript:Warning: Attempted to get an item from array InventorySlots out of bounds [15/0]!
        PIE:Error: 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
        PIE:Error: Error Blueprint Runtime Error: Attempted to assign to None from function: 'AddInventorySlot' from node: Set ItemInformation in graph: AddInventorySlot in object: InventoryManagerComponent
        LogScript:Warning: Attempted to get an item from array InventorySlots out of bounds [15/0]!
        LogScript:Warning: Attempted to get an item from array InventorySlots out of bounds [16/0]!
        PIE:Error: 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
        PIE:Error: Error Blueprint Runtime Error: Attempted to assign to None from function: 'AddInventorySlot' from node: Set ItemInformation in graph: AddInventorySlot in object: InventoryManagerComponent

        ...
        ...

        LogScript:Warning: Attempted to get an item from array InventorySlots out of bounds [32/0]!
        LogScript:Warning: Attempted to get an item from array InventorySlots out of bounds [33/0]!
        PIE:Error: 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
        PIE:Error: Error Blueprint Runtime Error: Attempted to assign to None from function: 'AddInventorySlot' from node: Set ItemInformation in graph: AddInventorySlot in object: InventoryManagerComponent
        LogScript:Warning: Attempted to get an item from array InventorySlots out of bounds [33/0]!
        LogScript:Warning: Attempted to get an item from array InventorySlots out of bounds [34/0]!
        PIE:Error: 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
        PIE:Error: Error Blueprint Runtime Error: Attempted to assign to None from function: 'AddInventorySlot' from node: Set ItemInformation in graph: AddInventorySlot in object: InventoryManagerComponent
        LogScript:Warning: Attempted to get an item from array InventorySlots out of bounds [34/0]!
        LogScript:Warning: Attempted to get an item from array InventorySlots out of bounds [35/0]!
        PIE:Error: 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
        PIE:Error: Error Blueprint Runtime Error: Attempted to assign to None from function: 'AddInventorySlot' from node: Set ItemInformation in graph: AddInventorySlot in object: InventoryManagerComponent
        LogScript:Warning: Attempted to get an item from array InventorySlots out of bounds [35/0]!
        LogScript:Warning: Attempted to get an item from array InventorySlots out of bounds [36/0]!
        PIE:Error: 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
        PIE:Error: Error Blueprint Runtime Error: Attempted to assign to None from function: 'AddInventorySlot' from node: Set ItemInformation in graph: AddInventorySlot in object: InventoryManagerComponent

        ...

        LogScript:Warning: Attempted to get an item from array InventorySlots out of bounds [41/0]!
        LogAnimMontage:Warning: Playing a Montage (FirstPersonFire_Montage) for the wrong Skeleton (EldarV1_JustHands_Skeleton) instead of (SK_Mannequin_Arms_Skeleton).

        I deleted some of the redundant error messages.
        Attached Files
        Last edited by Lord Caine; 05-21-2016, 10:20 AM.

        Comment


          Originally posted by Lord Caine View Post
          Hi there,

          I've hit another road block. I have no inventory slots now and can not add any new slots.

          I still can't interact with anything I've dropped on the map.
          For the map, make sure it draws it on a layer above the Inventory Layout UMG Widget.


          The other errors are because since you are no longer using the Character class anymore in your player controller InitializePlayer function the cast is failing and preventing the inventory from running the Init logic.

          Simply connect the cast failed into the next node and then you can clean up the character stuff by removing it after you have everything working again.

          Click image for larger version

Name:	character_cast_fail.jpg
Views:	1
Size:	58.9 KB
ID:	1106764
          \\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


            The Action RPG Inventory System, Multiplayer TopDown Kit and Advanced Social System will be on sale from May 23rd to June 1st at 15% off.
            \\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


              Originally posted by Pirate View Post
              For the map, make sure it draws it on a layer above the Inventory Layout UMG Widget.

              You lost me on that one will. Make sure what draws on a layer above the inventory widget.

              The other errors are because since you are no longer using the Character class anymore in your player controller InitializePlayer function the cast is failing and preventing the inventory from running the Init logic.

              Simply connect the cast failed into the next node and then you can clean up the character stuff by removing it after you have everything working again.

              [ATTACH=CONFIG]94275[/ATTACH]
              I'm not sure why you said I'm not using the character class anymore. I was unable to unparent my character from the equipment character so nothing has changed in that regard. I made the change you suggested but my inventory box is till coming up with no slots and I am getting those same errors as above

              Click image for larger version

Name:	network1.jpg
Views:	1
Size:	200.4 KB
ID:	1106765

              The EldarCharRef is my main FPS character.

              Comment


                Sorry I meant to say the demo Inventory/Equipment Character class.

                The issue is then something in your logic that just isn't letting the Inventory Initialize. I would suggest working through that function and making sure everything is firing off. There is a green section where it initializes the client inventory UI and passes in the HUD Reference to the InventoryManagerComponent. I would start there and use breakpoints and print strings to figure out what is happening.

                Also check your InventoryHUD Class as that is where the HUD Layout is loaded and the InventoryPlayerController gets the HUDReference from the InventoryHUD class at runtime.
                \\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


                  Animations based on weapon type

                  Originally posted by OverRated_AU View Post
                  Originally posted by SaxonRah View Post
                  I searched the thread but i could not find anything relevant, had anyone implemented animations based on what weapon is equipped ? I was going to make an enum with my player states, unnarmed, 1hand, 2hand, ect and switch this enum when ever the player equipes a weapon and have this enum be read within the animationBP and switch on the enum. Thing is, im having a hard time figuring out where i should put this enum. i guess it can be put anywhere but where would it make most sense to add this enum at?
                  What i did was add a weapon type to the inventory list, then i did a onrep of the inventory item which i created in equipment character, then from here i set the weapon type which the anim bp casts to the the owning pawn and gets the animation type. the rep equipped inventory item replaces the onrepmainhand, the reason i added it to the inventory item list rather than just doing a check is because just seemed logical when setting up a new item.
                  I made a video for anyone looking to add this functionality to their project.
                  Last edited by SaxonRah; 05-22-2016, 05:17 PM.
                  Youtube
                  Machine Learning C++ Plugin
                  Lindenmayer System C++ Plugin

                  Comment


                    Originally posted by SaxonRah View Post
                    I made a video for anyone looking to add this functionality to their project.
                    Nice for you to spend the time to make that, what i do is use a blend poses using the Animation Type variable which is done in the AnimGraph, and from here you can also use a Two Bone IK to correct your animations like the problem you show in the video.


                    Not for every game but container equipment slots.

                    Last edited by OverRated_AU; 05-23-2016, 03:28 PM.

                    Comment


                      Hey guys,

                      I've been having an issue for a while now. Since I updated, I can't seem to be able to view updated stats or gold in the UI. I've set a print string in 'add gold' (my game has scrap instead of gold, hence the different title there), and even though the character seems to locally be fine ( see '105 gold '), those changes do not appear in my UI. Same thing for other stats. It seems like every time it refreshes the stats everything stays at 0 . Been trying to avoid posting here about it since I'm sure it's something I didn't update correctly, but it's been a few weeks and I still haven't managed to pin point where it's coming from.
                      Many thanks.
                      Click image for larger version

Name:	scraps.jpg
Views:	1
Size:	250.0 KB
ID:	1106860

                      Comment


                        Originally posted by exphrasis View Post
                        Hey guys,

                        I've been having an issue for a while now. Since I updated, I can't seem to be able to view updated stats or gold in the UI. I've set a print string in 'add gold' (my game has scrap instead of gold, hence the different title there), and even though the character seems to locally be fine ( see '105 gold '), those changes do not appear in my UI. Same thing for other stats. It seems like every time it refreshes the stats everything stays at 0 . Been trying to avoid posting here about it since I'm sure it's something I didn't update correctly, but it's been a few weeks and I still haven't managed to pin point where it's coming from.
                        Many thanks.
                        Have you edited inside the UMG widgets? There are functions that read your values so if you have changed gold to scrap you might not have anything being read. Also make sure your new variables for these values are replicated. If that doesn't help I'll need a bit more information. Please send me an email suppprt@vanguardinteractive.com and I will try and give you some more pointers.
                        \\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


                          Hi, I really like this inventory system and thanks for putting it out there,

                          Was wondering if you could help me out with a problem i'm having?

                          I keep getting an accessed none error that from the inventory manager and the print string keeps saying my inventory is full when i try and pick up an object, i'm not sure where to set or change this

                          Click image for larger version

Name:	Inventory error.JPG
Views:	1
Size:	45.1 KB
ID:	1106871

                          Comment


                            Originally posted by call95 View Post
                            Hi, I really like this inventory system and thanks for putting it out there,

                            Was wondering if you could help me out with a problem i'm having?

                            I keep getting an accessed none error that from the inventory manager and the print string keeps saying my inventory is full when i try and pick up an object, i'm not sure where to set or change this

                            [ATTACH=CONFIG]94517[/ATTACH]
                            Take a look inside the World Actor blueprints On Used function. Make sure you have updated the cast node where it gets the PlayerInventory Reference. If it's not that you should be able to debug there and find out why it's null.
                            \\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


                              Hey Pirate !

                              I sent you an email about it some time back, it might have gotten lost.
                              It's not just the scrap though which I tried to pin point there with the equipment window. If I equip something that has say ' 2 intelligence ', the character sheet will still stay at 0.

                              Comment


                                Hey Pirate,

                                Yeah turned out the player inventory reference was there just not plugged in.

                                Thanks for the help and quick response

                                Comment

                                Working...
                                X