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Action RPG Inventory System
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Calhoun repliedHey 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?
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dazuk1978 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.
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GeeksGoneBad repliedOK 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 muchLast edited by GeeksGoneBad; 12-07-2016, 04:43 PM.
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Pirate repliedOriginally posted by GeeksGoneBad View PostCool - 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 problemit'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
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GeeksGoneBad repliedCool - 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 problemit'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
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Pirate repliedOriginally posted by GeeksGoneBad View PostFirst let me say - what a great system! You have put a lot of work into this and I thank you for making it so affordable!
Second - I'm brand spanking new to it so I'm sorry if this is obvious or been answered before but - I want to make a usable actor - a Key - that opens another usable actor - a door --- The key has a serial number and so does the door - so if they match the door opens - now I actually already have all that except for where I put that logic connected to the usable actor - I tried overriding the "ActorUsed" and a couple others - but then the item isn't picked up from the level LOL s I am missing some basic step
Can you point me in the right direction?
Thanks a ton!
You can add some simple variables like a Bool IsLocked/Lockable and then a Variable for a KeyID. Since the OnActorUsed function happens on the server you would simply want to just checked first if the door is locked. If it is then add logic to check the Inventory of the player who is using it (the PlayerController gets passed into the OnActorUsed function so you know who is using it. Simply cast to YourPlayerController to access the InventoryComponent) to see if they have a key item with that ID.
All in all it should be pretty basic to setup. I would suggest just getting basic functionality working then you can dive into making it so the player can lock/unlock/relock the door or consuming the key on use, etc.
Hope that helps give you some ideasLast edited by Pirate; 12-07-2016, 03:54 PM.
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Pirate repliedOriginally posted by dazuk1978 View Post[MENTION=39476]Pirate[/MENTION] : Hi. Recent purchaser, just trying to get to grips with the system.
I followed your migration video to the letter. Was slightly disappointed you skipped over a couple of bits but no big deal once I'm familiar with the system I can integrate those bits.
However, Everything seems to be working, no errors on load anymore or anything else BUT when I mouse over the usables in the editor content browser I get this:
[ATTACH=CONFIG]120521[/ATTACH]
As I say, everything seems to work despite that spamming on the main window but I'm sure it can't be good!
I know it'll be hard for you to say seeing as you don't know what I've done but I will say I followed your video and I used my own controller that I migrated the inventory logic over to, so I did all those bits too.
I can place the usables in the world and open them (pots are empty, but they're supposed to be right?), skeleton's have items I can loot and wear etc all working great.
Thx for any help you can give.
Daz
It seems the editor is triggering the construction script of the Actor when simply mousing over it in the editor. Are you using 4.14?
Since the ID variable in the World_Actor is set by default to None and there is no item in the DataTable with an ID of None it is just printing the debug print strings I added to help people who created new items and maybe didn't make the ID's match up or forgot to assign a mesh. So they would know what the problem was when the items weren't working when dropped.
I would suggest simply removing those debug print string from inside of the World_Actor or even better create an Item with the ID of "None" in your DataTable and just give it the good old sexy catbox mesh XD.Last edited by Pirate; 12-07-2016, 03:44 PM.
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GeeksGoneBad repliedFirst let me say - what a great system! You have put a lot of work into this and I thank you for making it so affordable!
Second - I'm brand spanking new to it so I'm sorry if this is obvious or been answered before but - I want to make a usable actor - a Key - that opens another usable actor - a door --- The key has a serial number and so does the door - so if they match the door opens - now I actually already have all that except for where I put that logic connected to the usable actor - I tried overriding the "ActorUsed" and a couple others - but then the item isn't picked up from the level LOL s I am missing some basic step
Can you point me in the right direction?
Thanks a ton!
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dazuk1978 replied[MENTION=39476]Pirate[/MENTION] : Hi. Recent purchaser, just trying to get to grips with the system.
I followed your migration video to the letter. Was slightly disappointed you skipped over a couple of bits but no big deal once I'm familiar with the system I can integrate those bits.
However, Everything seems to be working, no errors on load anymore or anything else BUT when I mouse over the usables in the editor content browser I get this:
As I say, everything seems to work despite that spamming on the main window but I'm sure it can't be good!
I know it'll be hard for you to say seeing as you don't know what I've done but I will say I followed your video and I used my own controller that I migrated the inventory logic over to, so I did all those bits too.
I can place the usables in the world and open them (pots are empty, but they're supposed to be right?), skeleton's have items I can loot and wear etc all working great.
Thx for any help you can give.
Daz
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Pirate repliedOriginally posted by DiziART View PostI know how to set the position of the widget on the screen! And I have a problem with that never occurred. However, your decision to use the coordinates of the tooltip widget, which is in the general inventory layers - I can not (
Can you please send me a support email and I will do my best to help you resolve the trouble you are having.
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DiziART repliedI know how to set the position of the widget on the screen! And I have a problem with that never occurred. However, your decision to use the coordinates of the tooltip widget, which is in the general inventory layers - I can not (
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Pirate repliedOriginally posted by DiziART View Postwidget not change position... I create function, for change position, but any coordinates, not apply to window position. Please, give screen or write where need add logic. Thanks so much!
But what you are asking has nothing to do with the inventory system at all and there is plenty of information on editing UI's in unreal using UMG.
Basic problems like this help you learn and get familiar with game development in unreal. The more you learn the easier it will be to understand and start making complex changes.
There are always plenty of results if you google ue4 + your topic. Answer hub always has lots of people asking a lot of the same things.
https://answers.unrealengine.com/que...-position.html
Down near the bottom of that post you will see how you can get the mouse position and set the widget to that location. You will need to take into account your screen resolution and UI scaling if you are offsetting it.
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DiziART repliedOriginally posted by Pirate View PostIt would be the same as updating any other UMG widget to your mouse position. I would recommend getting the cursor position and updating the widget in it's onTick (which only runs when the widget is visible) to the current mouse position.
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Pirate repliedOriginally posted by unit23 View PostIs there an easy way to set Main/Off hand to use static meshes?
Having weapons as Skeletal Meshes also allows you to provide custom animations for the weapons (guns need to animate when firing, reloading, etc) and allow you to edit the sockets to have them position better when attached to the hand sockets.
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