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 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
    Have you seen my crafting system using this inventory? make sure you don't over complicate the functionality.

    When building a GUI you would design it in Photoshop and create the effects in a program like after effects, then recreate it in UMG.

    Comment


      Good Morning,

      So I'm working on my crafting system and it is very basic. I have a hud widget with only two elements in it. The player will press the number keep associated with a hotbar slot and this will move an item out of inventory and place the icon for that item in my new hud widget.

      The problem is I have no idea how to get the icon form the associated inventory item and place it in my new hud element. I've got my branch all setup to do this is UseConsumableItem in the inventorymanagement component.

      Does anyone have any sample code on how I might do this?

      I'm not going to ever bother with dragging and dropping anymore since using the hotbar is a lot easier.

      Thanks,

      Arthur

      Comment


        Originally posted by Lord Caine View Post
        Good Morning,

        So I'm working on my crafting system and it is very basic. I have a hud widget with only two elements in it. The player will press the number keep associated with a hotbar slot and this will move an item out of inventory and place the icon for that item in my new hud widget.

        The problem is I have no idea how to get the icon form the associated inventory item and place it in my new hud element. I've got my branch all setup to do this is UseConsumableItem in the inventorymanagement component.

        Does anyone have any sample code on how I might do this?

        I'm not going to ever bother with dragging and dropping anymore since using the hotbar is a lot easier.

        Thanks,

        Arthur
        The best advice I can give is to really look over the UMG code and the client UI code in the InventoryManagerComponent and get a feel for how it was designed. Once you start following the code through and see how different actions work behind the scenes you will be able to start creating new functions to do your new logic and include existing functions that already provide a lot of the functionality.

        Alternatively understanding that the Item exists on the server and that the UI Icon is just a client representation sent from the server to 'show you the client' what you have in your inventory. This is the most important concept to understand and will help with your design moving forward. You will want the server to handle the crafting and modifications of the items and then simply update the clients UI with where the item is now or the changes made to it. For example if you start crafting with an item you would want the server to move it from the inventory into some sort of Crafting Work Bench Inventory. This logic will then update the clients UI so it removes from the Players Inventory as it is no longer there and then draws it in it's new place in the Crafting Work Bench Inventory.

        I'm not sure if anyone will be able to provide a sample of code to help you achieve your goal as the way you might approach making a crafting system may be entirely different as someone else. But without first the understanding of how the items and the UI interact with each other it might be a bit daunting of a task at first.
        Last edited by Pirate; 06-02-2016, 02:46 PM.
        \\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 was wondering if you could point me in the direction of adding additional slots to the equipment Eg having left shoulder and then a right shoulder, as differant equipable armour slots, So far i have managed to figure out that i will need to add a Skeletal Mesh Component with name of the slot along with adding an entry to both EquipmentSlots and EquipmentSlotsType from here im a little stumped on where to continue
          Thanks in advance and the tutorials have been a greet help so far.

          Comment


            So I bought this inventory recently and got it set up. Everything seems to work as far as I can tell but I've noticed that my frame rate has dropped by about 20 frames on average. Everything use to run at 120 now I'm getting anywhere from 90 to 100. Anyone else experience this?

            The only new thing in my project is the inventory and that most of my inputs and controls have been moved from the character to the player controller.

            Also Is there an ETA on when the 4.12 update to the inventory is going to happen?

            Comment


              I think that in order to increase your frame rate, you will want to take what happens in the Event Tick in the InventoryPlayerController (along with removing the delay node) and put it into a function that operates on a timer so that every X (< .05) seconds it calls the Client Get Usable Actor Focus function, and start that timer at the end of the Event Begin Play.

              This is only theoretical, as I don't know if it will actually increase your frame rate, but I always heard that putting something onto Event Tick would almost always decrease your frame rate.

              Comment


                Hi can anyone help me?

                When I right click on an item to equip it, I've checked what's being equipped with a print string and It's saying the thing i'm equipping (Armour blade shoulder) is being equipped then nothing is being equipped straight after, is this actually working then changing the mesh to nothing straight after?

                Still don't fully understand the blueprints, just enough to have an idea of what's going on.

                Any help?

                Comment


                  [MENTION=331197]Lord Caine[/MENTION] i would think about a more generic crafting system which just takes items from your inventory rather than some type of sub-inventory.

                  This is what i have been working on using the ARPG Inventory.

                  Comment


                    Thats pretty cool. How do you handle recipes? How does your system know what items produce what when crafting?
                    Last edited by KrunkFu; 06-04-2016, 04:45 AM.

                    Comment


                      Originally posted by KrunkFu View Post
                      Thats pretty cool. How do you handle recipes? How does your system know what items produce what when crafting?
                      The Crafting System is 100% universal in a similar way to the loots lists, you simply added a new item ID corresponding to the item in the item list to the craft list data table, and fill out its other requirements and that pretty much it i made it based on the same logic pirate used.

                      Click image for larger version

Name:	Craft Data Table.jpg
Views:	1
Size:	182.2 KB
ID:	1107645
                      Last edited by OverRated_AU; 06-04-2016, 05:32 AM.

                      Comment


                        Originally posted by OverRated_AU View Post
                        [MENTION=331197]Lord Caine[/MENTION] i would think about a more generic crafting system which just takes items from your inventory rather than some type of sub-inventory.

                        This is what i have been working on using the ARPG Inventory.

                        Crazy how fast you're tackling all this. feels like every week you've got full new awesome systems in your project
                        I wanted to ask you how you tackled the durability for items ? I've been messing around with that but I'm unsure where to build that in a clean way if that makes sense.

                        Comment


                          Crafting

                          Originally posted by OverRated_AU View Post
                          [MENTION=331197]Lord Caine[/MENTION] i would think about a more generic crafting system which just takes items from your inventory rather than some type of sub-inventory.

                          This is what i have been working on using the ARPG Inventory.


                          Hi Overrated,

                          That is exactly what my intentions are. I couldn't figure out how to get the item icon from the inventory to display in the hud. I finally figured that out this morning. I basically copied one of the hotbar slots and figured out what will was doing. My crafting system is going to be very simple to start. I will take just two items to make a third.

                          Regards,

                          Arthur

                          Comment


                            Originally posted by exphrasis View Post
                            Crazy how fast you're tackling all this. feels like every week you've got full new awesome systems in your project
                            I wanted to ask you how you tackled the durability for items ? I've been messing around with that but I'm unsure where to build that in a clean way if that makes sense.
                            For the durability i incorporated it into the loot lists, what i did was in the item list i added a durability and a Max durability the max is needed when your creating the UMG logic as well, In the Loot Actor in GetRandomLootItems i added a GetRandomItemStats in here i did some random logic using the item stats, I also added some new variables to the loot lists like Min/Max grade and grade chance, To handle durability you can do this in a few ways from the player controller if its only a mesh based weapon or within the weapon if its a actor based weapon, I also added a hardness variable to the Usable Actor this will be used to apply different durability damage to your weapon if its a melee type, You also need to update the inventory item to world item and make sure you added your new stats you wish to carry over or when you pick your item up after dropping it the stats will just be set to the item list version of the weapon, In the next two weeks ill be working on some repair logic I'm still thinking up ideas on how i want this to be handled. Please let me know if i have missed any info you need.
                            Last edited by OverRated_AU; 06-04-2016, 11:18 AM.

                            Comment


                              Originally posted by OverRated_AU View Post
                              For the durability i incorporated it into the loot lists, what i did was in the item list i added a durability and a Max durability the max is needed when your creating the UMG logic as well, In the Loot Actor in GetRandomLootItems i added a GetRandomItemStats in here i did some random logic using the item stats, I also added some new variables to the loot lists like Min/Max grade and grade chance, To handle durability you can do this in a few ways from the player controller if its only a mesh based weapon or within the weapon if its a actor based weapon, I also added a hardness variable to the Usable Actor this will be used to apply different durability damage to your weapon if its a melee type, You also need to update the inventory item to world item and make sure you added your new stats you wish to carry over or when you pick your item up after dropping it the stats will just be set to the item list version of the weapon, In the next two weeks ill be working on some repair logic I'm still thinking up ideas on how i want this to be handled. Please let me know if i have missed any info you need.
                              Thanks so much for the quick reply ! That's super helpful. I already had max durability and durability in the UMG side, but wasn't too sure where to put the rest so it would make sense. I'll give it a go !

                              For the repair system, since you've already got ressources and all that, perhaps adding something in your furnace where you can drop the required ressources or tools you need for the repair in one tab and the item to repair in the other could be neat if that makes sense ?
                              I'm personally a fan of simplicity so I'd probably just add a right click on the item => repair ? and show how much ressources you lose if you do accept the repairs.

                              Comment


                                Originally posted by OverRated_AU View Post
                                For the durability i incorporated it into the loot lists, what i did was in the item list i added a durability and a Max durability the max is needed when your creating the UMG logic as well, In the Loot Actor in GetRandomLootItems i added a GetRandomItemStats in here i did some random logic using the item stats, I also added some new variables to the loot lists like Min/Max grade and grade chance, To handle durability you can do this in a few ways from the player controller if its only a mesh based weapon or within the weapon if its a actor based weapon, I also added a hardness variable to the Usable Actor this will be used to apply different durability damage to your weapon if its a melee type, You also need to update the inventory item to world item and make sure you added your new stats you wish to carry over or when you pick your item up after dropping it the stats will just be set to the item list version of the weapon, In the next two weeks ill be working on some repair logic I'm still thinking up ideas on how i want this to be handled. Please let me know if i have missed any info you need.
                                f
                                Everything is working pretty well, as you said I'm having that issue when I drop items. Seems like the stats arn't carrying over when dropped. I linked my 'current durability ' in item to world item as you mentioned, but still having the same issue.
                                I added a variable in world actor and linked it as such as well. :

                                Click image for larger version

Name:	durability.jpg
Views:	1
Size:	663.2 KB
ID:	1107709

                                Comment

                                Working...
                                X