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Action RPG Inventory System

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  • replied
    in logic container window bug.
    I change move logic and window not see on screen, but action is completed!
    why events dont work in any BP_actor?!

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  • replied
    Take a look at the Equipment Character in the InventorySystem\Blueprints Folder - you'll see the equipment slots there - they are skeletal meshes so they are not socketed

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  • replied
    Originally posted by GeeksGoneBad View Post
    Have you tried - in the "GetUsableActor" in the "InventoryPlayerController" set the "Trace Complex" of the "LineTraceForObjects" to true - and that made the accuracy a lot better for me
    The main cause of this behavior is the trace is only interacting with the capsules collision which is still in its original transform, playing a animation does not change the transform of the capsule, a way to fix this is to setup a collision volume that covers the pawn in its death anim, and triggers it when the pawn is dies or simply replace the pawn with a loot actor after the animation has played.

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  • replied
    Hi!
    How does (what triggers) the inventory system to visually attach (Attach Actor to Actor component?) a Breastplate onto a skeletal mesh?
    I been trying to figure out how action RPG Inventor System works in this regard, but I found no sockets parented the spine bone, nor any sort of indication of blueprints actually issuing a mesh attaching and/or hide unhide mechanic, nor did I see any meshes baked into the Character Mesh.

    I did however see a "set with notify" node under EquipmentInventoryComponent, which leads me to believe it uses the animation notify system?
    I am so confused.

    All I wanna do is equip things onto my own character. it has a different skeletal mesh.
    I get I need to set main hand, offhand, ring etc, but what about legs and chest?

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  • replied
    So it looks like Epic never got around to publishing the update. No email response from them either all week.
    I hope it will happen before they all take the holidays off....
    Last edited by Pirate; 12-17-2016, 01:58 PM.

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  • replied
    Originally posted by unit23 View Post
    Thanks Geek, for some reason i had set MultiTrace Works now as intended.
    Perfect

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  • replied
    Originally posted by GeeksGoneBad View Post
    Have you tried - in the "GetUsableActor" in the "InventoryPlayerController" set the "Trace Complex" of the "LineTraceForObjects" to true - and that made the accuracy a lot better for me
    Thanks Geek, for some reason i had set MultiTrace Works now as intended.

    Leave a comment:


  • replied
    Have you tried - in the "GetUsableActor" in the "InventoryPlayerController" set the "Trace Complex" of the "LineTraceForObjects" to true - and that made the accuracy a lot better for me

    Leave a comment:


  • replied
    Originally posted by Pirate View Post
    It shouldn't matter if there is no static mesh set and you added a new skeletal mesh component. As long as the Skeletal mesh blocks visibility it will work.
    It really just sounds like unreal isn't hitting the collision of your Skeletal mesh. Have you setup the physics asset for your skeletal mesh, or double checked it has collision bounds?
    There are however some issues with the current collision setup. When the object is in front of the player it works most of the times, but when the object is on the floor, it only works sporadically (Using merged project, with clickable collision channel).

    See video, using radius 20, tried 100 too. Any idea what could be done to improve the tracing? Basically it should work always, just a click would be enough for my needs. Physic asset is setup okay. Clickable is enabled upon death.

    https://youtu.be/RLUd2L8G3vQ
    Last edited by unit23; 12-16-2016, 08:39 PM.

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  • replied
    nice work ! congrats !

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  • replied
    Ahhh! That was it! I didn't have the physics asset set right for the skeletal mesh - I had created one, but after the import so it didn't set it automagically for it - all I had to do was set it from the drop down and all is good! Thanks for the right direction!

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  • replied
    Originally posted by GeeksGoneBad View Post
    Thanks for the reply - but I tried setting all the settings to the same that the Static Mesh was and it doesn't work for me - let me explain a little better what I tried... I took a Usable Actor, set the staticmesh to nothing - dropped in a Skeletal mesh - so far it *looks* like I want it to - but I do not get the little "press E to use" thing and cannot press E when I'm pointing at it - so I missed something for sure

    Thanks for the help!
    It shouldn't matter if there is no static mesh set and you added a new skeletal mesh component. As long as the Skeletal mesh blocks visibility it will work.
    It really just sounds like unreal isn't hitting the collision of your Skeletal mesh. Have you setup the physics asset for your skeletal mesh, or double checked it has collision bounds?

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  • replied
    Thanks for the reply - but I tried setting all the settings to the same that the Static Mesh was and it doesn't work for me - let me explain a little better what I tried... I took a Usable Actor, set the staticmesh to nothing - dropped in a Skeletal mesh - so far it *looks* like I want it to - but I do not get the little "press E to use" thing and cannot press E when I'm pointing at it - so I missed something for sure

    Thanks for the help!

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  • replied
    Originally posted by GeeksGoneBad View Post
    Hi - How would I use a skeletal mesh in my Usable Object? I tried just adding it but I can't click on it like I can the Static Mesh?

    Thanks
    Make sure to check the Skeletal Mesh components Collision Preset. Most notably the Trace Channel.
    With the 1.7 update you want Visibility to Block.
    If you are using the MPTopDownKit you'll want the channel Clickable to Block.

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  • replied
    Hi - How would I use a skeletal mesh in my Usable Object? I tried just adding it but I can't click on it like I can the Static Mesh?

    Thanks

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