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  • replied
    Originally posted by dazuk1978 View Post
    I' using 4.12.5 . I can't really update due to using plugins that don't have updated versions. Annoying!
    Are there some features that behave differently in your content if not on 4.14?

    My original questions in case you forgot:
    So a couple of little things:
    1> The edge-highlighting doesn't work for me, regardless of if I put it on my camera post process or the global one?
    2> When I drop an object, it does drop it but not in the way I've seen on your videos. It quite often disappears and I'm assuming going under the world. Are there controls for me to play with like an offset or location for 'spawning' the dropped item etc so I could manually tweak my way around it?
    3> I followed your FPS tutorial and all went well, however there are times that the mouse cursor disappears and I have to left click to make it appear. I seems to happen once I've looted a container and I open another. the mouse cursor disappears, my movement is locked out correctly but I can;'t see the cursor until I left click anywhere on screen and the cursor appears again.
    I apologize for missing your questions earlier.

    1.) Custom Depth Outline - It looks like you may need to enable custom depth in your rendering options for your project. If you look at this guide you will see all the setup steps. This should get it working
    http://www.tomlooman.com/the-many-us...h-in-unreal-4/

    2.) Item Drop Position - The drop logic for non physics mode is pretty basic. It just gets a location randomly offset from the player and drops it at their feet. You will probably want to change it if you are using hilly terrain and such to do a raycast and then plug in that location to the LocalLocation variable. You can edit the Drop position logic in the InventoryManagerComponent->RandomizeDropLocation() function.

    3.) Looting Container Mouse Bug - This is caused by a bug introduced in 4.12 where the UI OnHovered states don't clear any more when the widget is hidden. This still hasn't been fixed as of version 4.14 and there is a bug report for it.
    To fix it you just need to disable the custom logic in the demo for IsMouseOverUI in your Player Controller. Simply Edit the Right Mouse Button Input Event and remove the IsMouseOverUI Branch.
    Click image for larger version

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  • replied
    Originally posted by Pirate View Post
    What version of unreal are you using?
    I' using 4.12.5 . I can't really update due to using plugins that don't have updated versions. Annoying!
    Are there some features that behave differently in your content if not on 4.14?

    My original questions in case you forgot:
    So a couple of little things:
    1> The edge-highlighting doesn't work for me, regardless of if I put it on my camera post process or the global one?
    2> When I drop an object, it does drop it but not in the way I've seen on your videos. It quite often disappears and I'm assuming going under the world. Are there controls for me to play with like an offset or location for 'spawning' the dropped item etc so I could manually tweak my way around it?
    3> I followed your FPS tutorial and all went well, however there are times that the mouse cursor disappears and I have to left click to make it appear. I seems to happen once I've looted a container and I open another. the mouse cursor disappears, my movement is locked out correctly but I can;'t see the cursor until I left click anywhere on screen and the cursor appears again.

    Leave a comment:


  • replied
    Originally posted by Calhoun View Post
    Also Pirate I'm curious can you actually make a living off the asset store, or is this just a part time thing?
    I'm sure the people selling animations and weapon models are making a fair bit. I guess it all depends on your cost of living and how many assets you have for sale .

    Leave a comment:


  • replied
    Also Pirate I'm curious can you actually make a living off the asset store, or is this just a part time thing?

    Leave a comment:


  • replied
    Originally posted by Pirate View Post
    I am considering it
    +1 same here

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  • replied
    Originally posted by Calhoun View Post
    My bad for my previous post. Seems like I'm not the first person to ask a now redundant question about persistent multiplayer servers (Ark,Rust,Ect).

    That's actually exactly what I've been building (Fallout Roleplay Server). I'd seriously encourage you to consider a venture into persistent multiplayer. It's a big gab for a lot of devs that's hard to cross.
    I am considering it

    Leave a comment:


  • replied
    Originally posted by Pirate View Post
    Right clicking to use a consumable fires different logic then the world actor OnActorUsed. You will want to look at the InventoryManagerComponent->UseConsumableItem() function to setup different logic for consumable items in the Inventory.
    Ahh Haaa! thanks for pointing me in the right direction - I see in that section that you haven't wired up using a Misc item - so I am just going to call my Key a Misc Item and extend from there

    Thanks for the help - and the great system - I'm sure I'll be back later for more questions LOL

    Leave a comment:


  • replied
    My bad for my previous post. Seems like I'm not the first person to ask a now redundant question about persistent multiplayer servers (Ark,Rust,Ect).

    That's actually exactly what I've been building (Fallout Roleplay Server). I'd seriously encourage you to consider a venture into persistent multiplayer. It's a big gab for a lot of devs that's hard to cross.

    Leave a comment:


  • replied
    Originally posted by GeeksGoneBad View Post
    OK I think I am close! LOL

    I have my Key, I can pick it up and it goes in Inventory - and for now I put a simple printstring in the Overridden OnActorUsed for the Key (not even messing with the door yet) - and I want to be able to right click the key in inventory to fire off it's functionality - I thought that woulf be "OnActorUsed" but when I right click the key, it goes away like I used it - but my printstring never fires

    the printstring does fire when I pick up the key though - which is a little weird because I didn't use it, just picked it up - but it won't matter that much
    Right clicking to use a consumable fires different logic then the world actor OnActorUsed. You will want to look at the InventoryManagerComponent->UseConsumableItem() function to setup different logic for consumable items in the Inventory.

    Leave a comment:


  • replied
    Originally posted by dazuk1978 View Post
    [MENTION=39476]Pirate[/MENTION] : Thanks for your help so far, you've been spot-on.

    So a couple of little things:
    1> The edge-highlighting doesn't work for me, regardless of if I put it on my camera post process or the global one?
    2> When I drop an object, it does drop it but not in the way I've seen on your videos. It quite often disappears and I'm assuming going under the world. Are there controls for me to play with like an offset or location for 'spawning' the dropped item etc so I could manually tweak my way around it?
    3> I followed your FPS tutorial and all went well, however there are times that the mouse cursor disappears and I have to left click to make it appear. I seems to happen once I've looted a container and I open another. the mouse cursor disappears, my movement is locked out correctly but I can;'t see the cursor until I left click anywhere on screen and the cursor appears again.
    What version of unreal are you using?

    Leave a comment:


  • replied
    Hey guys, really liking the project. I was thinking of integrating this into the MMO Starter Kit from CodeSpartan. It might be too difficult/corrupt my build, but after a good backup I'm willing to try. Anybody who knows both kits have any advice?

    Leave a comment:


  • replied
    [MENTION=39476]Pirate[/MENTION] : Thanks for your help so far, you've been spot-on.

    So a couple of little things:
    1> The edge-highlighting doesn't work for me, regardless of if I put it on my camera post process or the global one?
    2> When I drop an object, it does drop it but not in the way I've seen on your videos. It quite often disappears and I'm assuming going under the world. Are there controls for me to play with like an offset or location for 'spawning' the dropped item etc so I could manually tweak my way around it?
    3> I followed your FPS tutorial and all went well, however there are times that the mouse cursor disappears and I have to left click to make it appear. I seems to happen once I've looted a container and I open another. the mouse cursor disappears, my movement is locked out correctly but I can;'t see the cursor until I left click anywhere on screen and the cursor appears again.

    Leave a comment:


  • replied
    OK I think I am close! LOL

    I have my Key, I can pick it up and it goes in Inventory - and for now I put a simple printstring in the Overridden OnActorUsed for the Key (not even messing with the door yet) - and I want to be able to right click the key in inventory to fire off it's functionality - I thought that woulf be "OnActorUsed" but when I right click the key, it goes away like I used it - but my printstring never fires

    the printstring does fire when I pick up the key though - which is a little weird because I didn't use it, just picked it up - but it won't matter that much
    Last edited by GeeksGoneBad; 12-07-2016, 04:43 PM.

    Leave a comment:


  • replied
    Originally posted by GeeksGoneBad View Post
    Cool - thanks for the reply! I think I have the basics down - it's a very easy system out of the gate to get rolling! I added the variables and my own door system - no problem it's when I tried to make the key object that I had problems - I could initially pick up the key, but when I overrode the functions then I could no longer pick up the key - I figured calling the OnActorUsed from the parent was enough to keep what functionality was already there and I'd just extend it - am I thinking about that wrong?

    Thanks!
    Jamie
    What class are you overriding OnActorUsed? the pickup logic shouldn't need to be changed. ooooh unless you are setting the KeyID on a Child Actor of World_Actor that you have placed in the world. But this method would make it so keys wouldn't be normal items and potentially lootable. In most RPGS I believe each different key is a different Item entirely. So there are a few ways to tackle this. Sometimes it's good to make sure you have the full design of the feature planned out first. Because depending on your end goals there are often many different ways to do the same thing.

    Leave a comment:


  • replied
    Cool - thanks for the reply! I think I have the basics down - it's a very easy system out of the gate to get rolling! I added the variables and my own door system - no problem it's when I tried to make the key object that I had problems - I could initially pick up the key, but when I overrode the functions then I could no longer pick up the key - I figured calling the OnActorUsed from the parent was enough to keep what functionality was already there and I'd just extend it - am I thinking about that wrong?

    Thanks!
    Jamie

    Leave a comment:

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