Originally posted by Rhynedahll
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Action RPG Inventory System
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Rhynedahll repliedOriginally posted by unit23 View PostCan 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
Code:*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: [EquipmentCharacter] - Simply remove the Set Master Pose node at the end of the logic in the OnRep_MainHandMesh() and OnRep_OffHandMesh() functions. (It's really not needed on skeletal meshes that get attached to a socket. It's for syncing meshes to the same animation BP so they animate in sync but never caused issues in earlier engine versions)
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Pirate repliedOriginally posted by Max Sabino View PostThe inventory and equipment window can not be moved any more, how can I fix it?Originally posted by OverRated_AU View PostWindow Drag has been disable until Epic fixes the UMG bug which breaks the inventory slots once the UI is dragged.
If you read the patch notes it explains what logic was added to toggle the drag and also points towards the epic bug report on answer hub for the reasons why the drag is disabled currently. You are free to turn it back on but please understand with the current engine bug it will cause issues when testing and these bugs are not Inventory related. So it's better to just leave it off for now and continue to work on your project until the engine bug is fixed. You can reposition the default locations of windows by editing the UMG layout files.Last edited by Pirate; 12-24-2016, 09:31 AM.
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OverRated_AU repliedOriginally posted by Max Sabino View PostThe inventory and equipment window can not be moved any more, how can I fix it?
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Max Sabino repliedThe inventory and equipment window can not be moved any more, how can I fix it?
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OverRated_AU repliedOriginally posted by unit23 View PostAny chance you are going to share those BP hacks?
Blueprint hacks? taking a template learning from it then building a new inventory system based on similar logic isn't classed as hack lol, also people building upon this inventory system adapting it to there needs also isn't hacks dude lol, and i'm sure you can learn these hacks your self.
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unit23 repliedOriginally posted by OverRated_AU View PostJust to let people know what possible with this inventory system and its logic, I based our games inventory off the ARPG inventory logic our game got greenlit a few weeks back, so i thought i would share some features people my want to add into there own inventory systems.
Equipment dependency's
Having a single item occupy more than a single Equipment slot.
Item Durability
Items slowly degrade over time and use.
Item Popup Menu
Offers Features like item amount splitting, Use, Dropping, Repairing, Scraping really any logical related to the inventory and the item should be added here to call.
Update: I previously asked for info about dynamic MainHand socket. However, the animations i have which use a different MainHand bone, are being updated (just got the info). So if you own Riko's 2 Hand aniamtions, he will update those to work with Hand R bone.Last edited by unit23; 12-22-2016, 11:26 AM.
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OverRated_AU repliedJust to let people know what possible with this inventory system and its logic, I based our games inventory off the ARPG inventory logic our game got greenlit a few weeks back, so i thought i would share some features people my want to add into there own inventory systems.
Equipment dependency's
Having a single item occupy more than a single Equipment slot.
Item Durability
Items slowly degrade over time and use.
Item Popup Menu
Offers Features like item amount splitting, Use, Dropping, Repairing, Scraping really any logical related to the inventory and the item should be added here to call.
Last edited by OverRated_AU; 12-23-2016, 02:32 PM.
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Pirate repliedOriginally posted by Rhynedahll View PostHave you already posted the manual update steps?
You can find them here
Originally posted by Axxi View Postit was updated today
I will be on vacation for the holidays so if you need any support the best way to reach me is always by email as I will get those messages on my phone.
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Rhynedahll repliedOriginally posted by Pirate View PostAlso I was able to get in touch with Epic directly today.
They said the 1.7 update should get out sometime tomorrow (Tuesday, December 20th) during their work day.
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Emrehan repliedI did what you told me and I solved the problem. Thank you for your help.
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Pirate repliedOriginally posted by Emrehan View PostHello there. When I send Line Trace in multiplayer, the beam passes through the character. I can write on the screen when the beam hits the wall, but it does not work on this character.
I want to reduce the HP of the character when the line trace hits the character. But the light passes through the character. It does not hit the character.
Looks like that
[ATTACH=CONFIG]122273[/ATTACH]
[ATTACH=CONFIG]122274[/ATTACH]
But, I do not have the same problem when I send it to the NPC.
[ATTACH=CONFIG]122286[/ATTACH]
That being said you will probably want to do your trace abit differently for dealing damage then how the ARPGIS interact trace is setup as it's designed simply for interaction with objects.
There should be plenty of information on the Unreal wiki about raycasts/traces in blueprint that will help you understand better what way is best for your needs.
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