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  • replied
    The new Melee Trace Plugin, does not require collision to apply damage through precise hit detection https://www.unrealengine.com/marketp...tracing-plugin

    However, it requires to setup a "Weapon class BP", which is spawned, and traces can then be triggered from firing anim notify events inside that Weapon BP. Currently try to figure out how to combine this hit detection solution with ARPGIS. I highly recommend to evaluate this plugin, and to possibly make it compatible with the new WeaponSpawn, and ShieldSpawn. Pm me, can email you, or we could Skype/Discord if needed, would be happy to make this work.

    The bottom line is, when it comes to melee combat, hit detection is often difficult to setup through collision spheres, a tracing instead does not require any collision spheres, while at the same time offers precise hit detection.

    Leave a comment:


  • replied
    Can someone post an example how to prepare weapon skeletal meshes with Blender, or briefly outline the required steps? Adding just a skeletal mesh results in a flickering weapon, only briefly visible while moving, not exactly sure why

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post
    You can create a simple function so when you decrease your inventory size it drops the items in those slots, this function is easy to setup.
    I can create any function for my project. And you know this ^_^
    Your product I really like, although needed in many completions for my project. But I'll tell you a big thank you for your work and for getting me experience!
    I am waiting for updates. Have a nice day)

    Leave a comment:


  • replied
    Originally posted by dazuk1978 View Post
    It's brill that your releasing an update soon. I might have to hold off for that as I'm sat trying to figure out your instructions and I get some of it but not enough to be able to just script it all out. For each instruction I have a few questions and you can't waste your time giving me a proper tutorial, especially seeing as your putting the functionality natively into your system anyway soon!

    I'm sure it'll make sense once I see it laid out properly and I follow the chain of logic, but to see that logic in my head at the minute, well I'm just not good enough yet!

    Oh and sad to hear 4.12.5 won't be supported soon. I understand, but it means I'm gonna have to take the plunge at some point and remove some of the plugins that don't even support 4.13/14 yet, never mind them supporting 4.15 when it comes out anytime soon.
    Oh well, your stuff more than makes up for it!
    Thx again
    You can recompile your plugins by creating a C++ project and moving your plugins to it, then update the project to the engine version you need if some plugins are missed simply turn them back on in the editor and this will recompile then to work hope this helps.

    Originally posted by DiziART View Post
    Ok, remove disable if inventory is full, but if dont work increase? Its logic?))))

    - Totally revamped Tool Tips to work using built in UMG Tool Tip features. LOL ))) Thank you so much!!)))))
    You can create a simple function so when you decrease your inventory size it drops the items in those slots, this function is easy to setup.

    Leave a comment:


  • replied
    Originally posted by Pirate View Post
    That is by design.
    The logic is setup to not allow you to remove slots if there are items currently in them.

    You can edit that logic to drop the items if you want. (Maybe I should add that into the update :P)

    Ok, remove disable if inventory is full, but if dont work increase? Its logic?))))

    - Totally revamped Tool Tips to work using built in UMG Tool Tip features. LOL ))) Thank you so much!!)))))

    Leave a comment:


  • replied
    Originally posted by Pirate View Post
    It doesn't take too long to add in the new feature so perhaps if you are unable to use 4.13+ I can help walk you through it in the near future. But I really do recommend getting prepared to update your project at some point. 4.13/14 are the first decent builds of unreal since over a year ago in my opinion. I held off even working on my project because 4.11/4.12 were such a mess. Now I'm starting everything all over with 4.14. But I'm also a little crazy

    If you have plugins that don't support atleast 4.13 by now(It's been out for awhile), you really should get in touch with the developers.
    You're a good guy.
    Yeah, I am using the Ocean community project and they're currently not updating at all, and there are some other users doing updated 4.13/14 builds but people are getting errors with them (including me) so I've stuck with 4.12.5 even though I desperately want to update.

    I'm at this second trying to update to 4.14 support on the ocean project to see if it works again since a new update by Zoc.
    If that goes well, I'll probably make the jump as that is the main plugin I wanted anyway.

    Do you think 4.14 is a good place to upgrade to then?

    Leave a comment:


  • replied
    Originally posted by dazuk1978 View Post
    It's brill that your releasing an update soon. I might have to hold off for that as I'm sat trying to figure out your instructions and I get some of it but not enough to be able to just script it all out. For each instruction I have a few questions and you can't waste your time giving me a proper tutorial, especially seeing as your putting the functionality natively into your system anyway soon!

    I'm sure it'll make sense once I see it laid out properly and I follow the chain of logic, but to see that logic in my head at the minute, well I'm just not good enough yet!

    Oh and sad to hear 4.12.5 won't be supported soon. I understand, but it means I'm gonna have to take the plunge at some point and remove some of the plugins that don't even support 4.13/14 yet, never mind them supporting 4.15 when it comes out anytime soon.
    Oh well, your stuff more than makes up for it!
    Thx again
    It doesn't take too long to add in the new feature so perhaps if you are unable to use 4.13+ I can help walk you through it in the near future. But I really do recommend getting prepared to update your project at some point. 4.13/14 are the first decent builds of unreal since over a year ago in my opinion. I held off even working on my project because 4.11/4.12 were such a mess. Now I'm starting everything all over with 4.14. But I'm also a little crazy

    If you have plugins that don't support atleast 4.13 by now(It's been out for awhile), you really should get in touch with the developers.

    Leave a comment:


  • replied
    Originally posted by Pirate View Post
    I am working on updating the steps for that in the v1.7 update post right now . Check back in a bit.
    It's brill that your releasing an update soon. I might have to hold off for that as I'm sat trying to figure out your instructions and I get some of it but not enough to be able to just script it all out. For each instruction I have a few questions and you can't waste your time giving me a proper tutorial, especially seeing as your putting the functionality natively into your system anyway soon!

    I'm sure it'll make sense once I see it laid out properly and I follow the chain of logic, but to see that logic in my head at the minute, well I'm just not good enough yet!

    Oh and sad to hear 4.12.5 won't be supported soon. I understand, but it means I'm gonna have to take the plunge at some point and remove some of the plugins that don't even support 4.13/14 yet, never mind them supporting 4.15 when it comes out anytime soon.
    Oh well, your stuff more than makes up for it!
    Thx again

    Leave a comment:


  • replied
    Originally posted by DiziART View Post
    If inventrory is full decreaise slots dont work
    That is by design.
    The logic is setup to not allow you to remove slots if there are items currently in them.

    You can edit that logic to drop the items if you want. (Maybe I should add that into the update :P)

    Leave a comment:


  • replied
    Originally posted by Pirate View Post
    Yes this is a bug caused by 4.12. I was hoping they would have fixed the engine bug (along with a few other bugs they introduced) by 4.14.

    This is the cause and it does say it's fixed for 4.15
    https://issues.unrealengine.com/issue/UE-39106

    The Item Drag and Drop is not affected by this bug.

    I will have to redesign the demo window move logic if epic still hasn't fixed this properly in 4.15.
    If inventrory is full, increase and decreaise slots dont work

    Leave a comment:


  • replied
    Originally posted by dazuk1978 View Post
    Thanks, that's great that it's possible. It sounds potentially beyond my skills just reading that which is a shame. I really hope you get the update out soon as I was hoping to get the ability to damage the enemies in in the next few days! I guess I'll try and decipher what you've written into language that an intellectually deficient person such as me can follow! Fingers crossed
    I am working on updating the steps for that in the v1.7 update post right now . Check back in a bit.

    Leave a comment:


  • replied
    Version 1.7 - Was submitted to Epic on Monday, December 12th
    ------- Update Notes -------

    ARPGIS v1.7 on the launcher will be compatible from 4.13 onward and I have removed the old 4.11-4.12 versions from the marketplace.
    There were a lot of deprecated nodes updates for 4.13 and 4.11/4.12 were also relatively bad engine releases.

    Send us a support email if you need a 4.12 version and I can provide an ARPGIS v1.6 that you can manually apply the update too.



    *New Feature*

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    - Added logic for spawning a simple Weapon Actor when equipping a MainHand item (or defaults back to current Skeletal Mesh logic if no weapon class specified on the item).

     
    Spoiler



    *Logic Change*

    Click image for larger version

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    - Totally revamped Tool Tips to work using built in UMG Tool Tip features.

     
    Spoiler


    *Logic Change*
    - Updated Line Trace in InventoryPlayerController->GetUsableActor() to now trace by Channel Visibility instead of by Objects.

     
    Spoiler


    *Bug Fix* Thank you [MENTION=454654]IlllIl[/MENTION] for the bug report
    - When you drop an equipped item the Player's Stats aren't refreshing.

     
    Spoiler



    *Bug Fix*
    - Issue with Child Actors of World_Actor that were placed in the world not updating with changes made to the ItemList unless you recompiled them.
    By Unreal design, the actor's Construction script only fires when an Actor is placed/moved in the world or the Blueprint is compiled.

     
    Spoiler


    *Bug Fix* - Thank you [MENTION=301883]DiziART[/MENTION] for the bug report
    - When passing in an Amount of 0 to the InventoryManagerComponents Client IncreaseInventorySlots() UI function the UI will create phantom UI widget slots.

     
    Spoiler


    *Bug Fix* - Thank you [MENTION=91589]Cryptaline[/MENTION] for the bug report
    - InventoryManagerComponent->IncreaseInventorySlots() reads from a local variable for the row size instead of the class variable.

     
    Spoiler




    *Engine Bug Workaround Fix*
    - When dragging the Container or Inventory window the UMG widget reference breaks causing visual update issues on the client.
    This is caused by an engine bug introduced in 4.11 and is not a bug with the ARPGIS logic. - UE-31777 , UE-39106

     
    Spoiler


    *Engine Bug Workaround Fix*
    - Mouse Hover states on widgets don't reset after the UMG widget is hidden.
    An example of this is when you lose the right mouse button steering after fully looting a container until you mouse over another UMG widget.
    This is caused by an engine bug introduced in 4.12 and is not a bug with the ARPGIS logic. - UE-32910

     
    Spoiler



    *Engine Bug Workaround Fix*
    - In InventoryHUD the new 4.13 Set Input Mode Game And UI node gives error because no player controller reference is specified.
     
    Spoiler



    *Engine Bug Workaround Fix*
    - Set Master Pose node on EquipmentCharacter's MainHand and OffHand Skeletal meshes can cause some imported art to flicker and disappear when attached to sockets.
     
    Spoiler





    This update has been submitted to Epic on Monday December 12, 2016 and should be published by Epic this week.
    Last edited by Pirate; 01-04-2017, 12:22 PM.

    Leave a comment:


  • replied
    Originally posted by Pirate View Post
    You'll want the InventoryItem to reference the Weapon Blueprint. And then edit the logic in the EquipmentInventoryComponent -> UpdateEquippedMeshes() to spawn this actor instead up updating the mesh (You will want to create a reference to the Actor in the EquipmentCharacter class) and then set the WeaponActorReference on the EquipmentCharacter. Of course if there is already a weapon equipped you will want to destroy that actor when the item is changed.

    Then you will need to attach that spawned actor to the character socket just like it does with the MainHandMesh already in the EquipmentCharacter.

    I am working on an update that will have this logic to help people who are having trouble bridging the gap between InventoryItem and their weapon system.
    Thanks, that's great that it's possible. It sounds potentially beyond my skills just reading that which is a shame. I really hope you get the update out soon as I was hoping to get the ability to damage the enemies in in the next few days! I guess I'll try and decipher what you've written into language that an intellectually deficient person such as me can follow! Fingers crossed

    Leave a comment:


  • replied
    Originally posted by dazuk1978 View Post
    [MENTION=39476]Pirate[/MENTION] : Thx mate, I'll try all that out later!

    Can you answer me a really silly question though please?

    I am trying to do a melee damage system (I might do a simple one myself, or use Rama's melee plugin) but my initial attempt didn't work. I put the logic into my weapon Blueprint (it's used in your inventory system) and it did an overlap check for enemies and I fire a few debug strings but none of them get triggered.
    Onbviously the blueprint references the static mesh, but when the weapon gets equipped, does it use the skeletal mesh version of it and therefore the overlap/collision checks I'm doing won't fire? Just a bit confused on where to put the logic, as for me it makes sense to have it on the individual weapons so I can customise the base damage on a per-weapon basis (or reference your in-built damage value, I assume?).

    Sorry, I know this goes beyond what you've provided for us, but a bit of clarification on what happens to the item when I equip it etc might help me figure out where to put the logic?
    From looking online, most put it on the player character and reference a melee capsule of some kind, but I'd prefer to use the actual weapon's collision/physics to calculate the hit...

    Thx for any help
    You'll want the InventoryItem to reference the Weapon Blueprint. And then edit the logic in the EquipmentInventoryComponent -> UpdateEquippedMeshes() to spawn this actor instead up updating the mesh (You will want to create a reference to the Actor in the EquipmentCharacter class) and then set the WeaponActorReference on the EquipmentCharacter. Of course if there is already a weapon equipped you will want to destroy that actor when the item is changed.

    Then you will need to attach that spawned actor to the character socket just like it does with the MainHandMesh already in the EquipmentCharacter.

    I am working on an update that will have this logic to help people who are having trouble bridging the gap between InventoryItem and their weapon system.

    Leave a comment:


  • replied
    Originally posted by ArTDsL View Post
    Hi, i have some problems with player loot (multiplayer) i don't know solve, can someone help me?

    - When i try loot another player itens don't show!
    - loot hud (text when you put the mouse over the item) don't show.

    Help!!
    You will need to provide more information about how you setup the players to be lootable. Did you implement the interfaces?

    Leave a comment:

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