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  • replied
    Originally posted by Cryptaline View Post
    Getting this warning when trying to build a project:

    LogCook:Warning: Found unparsable ini setting Windows.EditorPerProjectUserSettingsetailCategories:Muppet_C.Character Movement: Walking:0 for platform WindowsNoEditor, invalidating cook.
    I am not having any issues cooking the demo project in 4.10, 4.11, 4.12, 4.13 and 4.14. I just went though and tried on all the versions of unreal I have installed.
    Sometimes silly things can fail the cook process when working in unreal. It can be very frustrating as a lot of times the cook log makes you think certain things are whats causing it.

    I would recommend deleting your Intermediate and Saved folders as well as cleaning up Re-directors in your project. Then try cooking again.

    Please send me a support email if you continue to have cook issues with your project and I'll try my best to help you with your engine issue.
    Last edited by Pirate; 12-04-2016, 04:11 PM.

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  • replied
    *Bug Fix* There is a bug when you drop an equipped item where the player's stats aren't refreshing.

    To fix this bug simply edit the logic in the Drop Item() function located in the InventoryManagerComponent and add the following highlighted logic after the Client Clear Tool Tip node.

    Click image for larger version

Name:	update_stats_dropped_equipment.png
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    This fix will be included in the next update I submit to Epic.
    Last edited by Pirate; 12-04-2016, 04:24 PM.

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  • replied
    Getting this warning when trying to build a project:

    LogCook:Warning: Found unparsable ini setting Windows.EditorPerProjectUserSettingsetailCategories:Muppet_C.Character Movement: Walking:0 for platform WindowsNoEditor, invalidating cook.

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post
    Thoses are only warning and shouldn't affect your product.
    No, these are actually errors that cause cook failure in the editor and in Jenkins. I (and many others by the number of posts I have read concerning it) have encountered it on a consistent basis.

    This problem is a product of how Unreal handles structures and apparently will never be addressed by Epic.

    Additions to an existing structure (in this case the Inventory Item structure) do not propagate through blueprints. This may be by design but it is certainly annoying as the error does not show up in PIE, only when you attempt to cook the project.
    Last edited by Rhynedahll; 12-04-2016, 09:43 AM.

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  • replied
    Originally posted by Rhynedahll View Post
    I thought I'd just mention that Epic has yet to fix the way Unreal handles structures.

    I once again added a variable to the Inventory Item structure and then had to recompile dozens of blueprints to clear the Unknown Structure errors from the cook.

    <shakes fist impotently at sky embossed with Epic logo>
    Thoses are only warning and shouldn't affect your product.

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  • replied
    I thought I'd just mention that Epic has yet to fix the way Unreal handles structures.

    I once again added a variable to the Inventory Item structure and then had to recompile dozens of blueprints to clear the Unknown Structure errors from the cook.

    <shakes fist impotently at sky embossed with Epic logo>

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  • replied
    Originally posted by Abaris919 View Post
    Thank you kindly for your prompt answer!
    I'll have a look into the components

    Another question, if you don't mind: I created another, custom, loottable and overrode (? ) the function for getting the item list in the respective Blueprint "Loot_Skeleton_Custom". It gives me an error about an endless while loop in its parent BP "Loot_Actor"...
    Shouldn't overriding the functions get rid of interfering with the parent class? O.o Kinda lost here..

    Thanks in advance
    Yes unfortunatly the loot random function is pretty basic, so if the numbers for max loot are more than the unique entries in that loot list, it will get stuck in a endless loop as it's trying not to add multiples of the same item and instead add only unique items(Since an amount is generated per item).

    You may want to improve the code on your own as you may want your loot lists to behave differently than the example.

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  • replied
    [MENTION=335341]Abaris919[/MENTION]

    If you getting a endless loop make sure the loot list your using has more items that the loot actor is set to or the random loot loop counter wont know when to stop, I change the way the random loot loop works so it never runs into this problem.

    Nice work with the comparing stats, i did something similar but i use a single tooltip for mine.

    Just a note mines all done on the client so its has no impact on the server at all.

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  • replied
    Managed to get comparing-tooltip working
    (Fiddling with visibility->collapsed when stats not existent, but all in all, very satisfied..!)


    Thank you very much
    Attached Files

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  • replied
    Originally posted by Pirate View Post
    You will want to look at the ToolTip events on the InventoryManagerComponent Event graph. You will need to create new logic for comparing two items, but if you study how it reads and creates the current tooltip and sends it to the client you will see it's very simple. This should get you started in the right direction for adding your own event where you can have it compare an item based on the equipment slot of that item's equipment type.
    Thank you kindly for your prompt answer!
    I'll have a look into the components

    Another question, if you don't mind: I created another, custom, loottable and overrode (? ) the function for getting the item list in the respective Blueprint "Loot_Skeleton_Custom". It gives me an error about an endless while loop in its parent BP "Loot_Actor"...
    Shouldn't overriding the functions get rid of interfering with the parent class? O.o Kinda lost here..

    Thanks in advance

    Leave a comment:


  • replied
    Originally posted by Abaris919 View Post
    INSANE work, Vanguard Interactive <3
    Bought it in the current sale (what a timing!) and am satisfied to bits 5*

    Currently wrapping my mind around the entire logic, which will take time.... could you in the meantime guide me to where/how to implement a "get currently equipped item stats", so I can break that info into the tooltip UMG ?

    Edit: to clarify, I'm trying to compare, let's say, an item in the inventory to the already equipped item in the respective slot.
    So far, I'm only able to reproduce the tooltip for the item that's hovered over.

    Many thanks in advance, and thank you for this piece,

    Abaris
    You will want to look at the ToolTip events on the InventoryManagerComponent Event graph. You will need to create new logic for comparing two items, but if you study how it reads and creates the current tooltip and sends it to the client you will see it's very simple. This should get you started in the right direction for adding your own event where you can have it compare an item based on the equipment slot of that item's equipment type.

    Leave a comment:


  • replied
    Originally posted by Smartay View Post
    How difficult would it be to take the inventory item and character sheet out of the game and into its own menu screen.? I am hiring a developer to do this but wondered how long roughly and what would be involved? the idea would be to have a saved loadout reading from an external db however I think we agreed to get it reading from a data table first
    I would say the majority of the time would be spent designing the new UI window. Hooking up the Inventory slots to this new UI window instead of using the Equipment or Inventory windows is very basic blueprinting. There are only a few functions that are cleanly labeled and easy to understand for all skill levels in the InventoryManagementComponent that would need to be updated to reference your new UI Window when it generates the UI Slots instead of the Inventory Window.

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  • replied
    INSANE work, Vanguard Interactive <3
    Bought it in the current sale (what a timing!) and am satisfied to bits 5*

    Currently wrapping my mind around the entire logic, which will take time.... could you in the meantime guide me to where/how to implement a "get currently equipped item stats", so I can break that info into the tooltip UMG ?

    Edit: to clarify, I'm trying to compare, let's say, an item in the inventory to the already equipped item in the respective slot.
    So far, I'm only able to reproduce the tooltip for the item that's hovered over.

    Many thanks in advance, and thank you for this piece,

    Abaris
    Last edited by Abaris919; 12-02-2016, 12:48 PM. Reason: clarification

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  • replied
    How difficult would it be to take the inventory item and character sheet out of the game and into its own menu screen.? I am hiring a developer to do this but wondered how long roughly and what would be involved? the idea would be to have a saved loadout reading from an external db however I think we agreed to get it reading from a data table first

    Leave a comment:


  • replied
    Originally posted by unit23 View Post
    Is there a hack to enable physics for loot items, and still have them clickable?
    If you move the USE raycast from server to the client and pass to the server the item the player is trying to use. This will sort any issues where physics drops an item differently for the player and the server.

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