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    Originally posted by Lord Caine View Post
    Hi there,

    Anyone know how to add physics to an item being dropped from the inventory. Everything is floating right now which I don't like.

    Thanks,

    Arthur
    In usable actor turn on is single player this will enable physics.

    Comment


      I'm pretty new to this blog, like a whole day. So if this has been posted incorrectly I apologise or if my question has already been covered again sorry. I have looked can't find any resolution. Basically your product is ace but I can only really get like 75 percent from it as I cannot for the life of me correctly import a skeletal mesh to my object. In my case a backpack. It situate's itself near the actors feet haha!. So my question is do you have a tutorial other than the one that briefly goes in to it, another perhaps more in-depth?.

      Comment


        Hi [MENTION=39476]Pirate[/MENTION] There


        when I drop an inventory item, the item disappears. How I do to make a dropped inventory item to remain visible?
        lunybunny.com
        lunybunny.com

        Comment


          Originally posted by lunyBunny View Post
          Hi [MENTION=39476]Pirate[/MENTION] There


          when I drop an inventory item, the item disappears. How I do to make a dropped inventory item to remain visible?
          Make sure the item has IsDroppable set to True and a World Mesh assigned in your ItemList DataTable.
          \\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 Lord Caine View Post
            Hi Will,

            For the scaling issue I'm having when dropping my object I did the following work around. I couldn't figure out how to add an attribute to the item list so I used intelligence as a scaling factor. I wrote up a function to get the intelligence now scaling factor and then in randomize drop item I set the scale value there.

            It seems to me a better way would be to some who interrogate the blueprint of the object and get its default scale, but I don't know how to do that for an object that hasn't been spawned yet.

            Regards,

            Arthur
            To add a new Variable you need to add a new entry to the end of the InventoryItem Struct then make sure to search your blueprints for all instances of Make/Break InventoryItem so you can hookup your new variable. (This step will no longer be needed in the next update). So you will then need to edit the World_Actor class to have some logic that reads this scale variable and assigned the value after it is spawned into the world.

            So you are right that is the better way. So simply create a variable called something like WorldScale so you know it will be assigned with the items WorldMesh then add the new set scale logic you want into the World_Actor blueprint.
            \\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


              has anyone successfully merge this inventory with bitraid melee system v2 just wondering because I am stuck for some reason I can't interact with object nor to they highlight

              Comment


                How expensive is it to monitor the contents of inventory slots, if bound to a function in an UMG? Would having the content being checked every frame cause performance issues?

                Comment


                  Originally posted by black cat View Post
                  How expensive is it to monitor the contents of inventory slots, if bound to a function in an UMG? Would having the content being checked every frame cause performance issues?
                  Yes it will cause lag its best to only check it when needed, what are you looking at doing if i may ask?

                  Comment


                    Nothing too complicated. Simple function that checks what item is in a slot and returns its name. If that were not too expensive, I would like to do it like that instead of creating an event to check for it for every possible situation.

                    Comment


                      Originally posted by black cat View Post
                      Nothing too complicated. Simple function that checks what item is in a slot and returns its name. If that were not too expensive, I would like to do it like that instead of creating an event to check for it for every possible situation.
                      If its a loop and its running though your inventory every tick it will create lag even if its UMG based, if you need to return a item with a follow name create a function which you can run when it needs to be returned.

                      Comment


                        Thanks Will.

                        Since I commandeered the intelligence attribute I'll just keep using that instead of changing a bunch of stuff...

                        Comment


                          Originally posted by OverRated_AU View Post
                          In usable actor turn on is single player this will enable physics.
                          Hi Overrated,

                          Are you talking about the user actor blue print or in one of the usable actor code blocks somewhere?

                          I couldn't find it.

                          Thanks,

                          Arthur

                          Comment


                            Tips for moving Inventory Icons around in the UI

                            Hi there,

                            I'm building a new HUD widget which is going to allow the player to construct something new from items in their inventory.

                            The will move items from the inventory to the hotbar.

                            From there they will bring up the new HUD with the B-Key which will have 2 empty containers in it.

                            They will select items from the hot bar by either pressing the hot bar number or dragging an dropping the item icon from the hotbar into my new containers in the new build HUD.

                            I've been going through the inventory code and looking at the drag/drop code, but I'm still unsure of the best way to do this. Does anyone have a good tutorials I can watch or code samples or forum updates I can look at to guide me?

                            I've also been looking for ANY thing that shows how to integrate a particle system into a HUD. The most recent entry I can find in the forum is 2 years old. Does anyone know if you can even do this? If you can does anyone have a tutorial I can check out?

                            Thanks,!

                            Arthur

                            Comment


                              Originally posted by Lord Caine View Post
                              Hi Overrated,

                              Are you talking about the user actor blue print or in one of the usable actor code blocks somewhere?

                              I couldn't find it.

                              Thanks,

                              Arthur
                              Hi,

                              Both look in the details were you setup the items ID, if you set it in the usable actor blueprint it will apply to all if you set it to a single child it will only apply to that single actor, not if you wish it to work in networked you'll need to change the code to allow that as its limited to Single Player.


                              Originally posted by Lord Caine View Post
                              Hi there,

                              I'm building a new HUD widget which is going to allow the player to construct something new from items in their inventory.

                              The will move items from the inventory to the hotbar.

                              From there they will bring up the new HUD with the B-Key which will have 2 empty containers in it.

                              They will select items from the hot bar by either pressing the hot bar number or dragging an dropping the item icon from the hotbar into my new containers in the new build HUD.

                              I've been going through the inventory code and looking at the drag/drop code, but I'm still unsure of the best way to do this. Does anyone have a good tutorials I can watch or code samples or forum updates I can look at to guide me?

                              I've also been looking for ANY thing that shows how to integrate a particle system into a HUD. The most recent entry I can find in the forum is 2 years old. Does anyone know if you can even do this? If you can does anyone have a tutorial I can check out?

                              Thanks,!

                              Arthur
                              So you looking to build a crafting system or similar? its probably best to learn the inventory UMG logic it will help you build your own widgets.

                              Particle system in UMG ? i think you mite be mistaken by video overlays effects made to match UI elements?

                              Last edited by OverRated_AU; 06-01-2016, 11:16 AM.

                              Comment


                                Hi Overrated,

                                So you looking to build a crafting system or similar? its probably best to learn the inventory UMG logic it will help you build your own widgets.
                                Yes I am building a crafting system. I am going through the inventory system's UMG logic, but I'm just no getting how the dragging and dropping is working.


                                Particle system in UMG ? i think you mite be mistaken by video overlays effects made to match UI elements?
                                I'm not sure that I was confused, but I really like those video overlay effects!!!! Is there a tutorial for that somewhere?

                                Thanks!

                                Arthur

                                Comment

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