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  • replied
    Originally posted by Rhynedahll View Post
    Votes cast.
    Great , If any ones intrested in a more efficient and cleaner way to create tooltips let me know, as i came across it when building my own inventory system based off simlar logic to this asset, i can make a video showing how this can be achieved in the ARPG Inventory, a few benefits are it doesn't require loading the item info from the server and each tooltip is contained with in each slot, and this method also doesn't use the engine IsHovered state so the above bug is no longer a problem.
    Last edited by OverRated_AU; 08-18-2016, 07:48 PM.

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  • replied
    not read the forums for a while

    voted

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  • replied
    Originally posted by OverRated_AU View Post
    Hey guys please vote for these engine bugs to be fixed seeing there all related to the Inventory System.

    https://issues.unrealengine.com/issue/UE-32910

    https://issues.unrealengine.com/issue/UE-30031

    https://issues.unrealengine.com/issue/UE-31777
    Votes cast.

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  • replied
    Originally posted by antsonthetree View Post
    Hello - found another bug for you.

    Open the base project and resize inventory with [ or ]. Then drag the inventory window to a new location. Now try to resize with [ or ]. You will notice that inventory does not resize after dragging the Inventory window.

    Thanks
    Jake
    I missed one, just updated my post this is bug 3 so make sure you vote it up to be fixed sooner.

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  • replied
    I saw this issue with the clothing come up recently and I wanted to ask anyone who knows. What's the work flow on getting new pieces of clothing into the inventory system? Specifically, the skeletal meshes. I barely know any modeling software. It seems like if you stick to the SK_Mannequin you are fine. The example stuff comes from infinity blade. So we would need to know how to cut up the characters in those sets for their clothing. That would be a cool starting point, plus, other issues to watch-out for. Could someone explain how to do that or point us in the direction of a tutorial on how to do that? This might be a lot to ask or it might be really easy I have no idea.

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  • replied
    Hello - found another bug for you.

    Open the base project and resize inventory with [ or ]. Then drag the inventory window to a new location. Now try to resize with [ or ]. You will notice that inventory does not resize after dragging the Inventory window.

    Thanks
    Jake

    Leave a comment:


  • replied
    Hey guys please vote for these engine bugs to be fixed seeing there all related to the Inventory System.

    https://issues.unrealengine.com/issue/UE-32910

    https://issues.unrealengine.com/issue/UE-30031

    https://issues.unrealengine.com/issue/UE-31777
    Last edited by OverRated_AU; 08-11-2016, 09:26 PM.

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  • replied
    What ill be doing is using ammo boxes for my ammo, shotgun shells can be in a box of 12, what you could do is make a combine system so you simply drag a ammo box onto a mag/clip and its takes the amount from the ammo box and fills the clip, ether way you will have to customize the functions to fit your own game, as this inventory is only the foundation, just make sure you make a child component and make your changes within that.

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  • replied
    Originally posted by OverRated_AU View Post
    Can you explain more? ammo should just be treated like a stacked item when being added to the inventory.
    [MENTION=238293]DP Studio[/MENTION] model rigging isn't really related to the inventory system, this knowledge is basic information you learn when working in 3Ds Max or any other 3D modeling program, it would be easier to just rerig your mixamo model to the UE4 skeleton.
    Sure, my Ammo is all Stackable. But except for the Shotgun Shells or Grenades all Ammo is in Magazines. For example 30 Rounds in one Magazine. Right now i added 2 more Variables to the Inventory Item. AmmoCount as INT what gives the actual Amount of Rounds in the MAG and AmmoType as ENUM. But like i said, now i have to modify all the functions that are handle Use, Drop, Move, Add Items and read out that values and give it to my Equipped Weapon to update the current Ammo.
    I was just wondering if there is maybe a easier way to do it with the inventory System.

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  • replied
    Prototyping babysteps using the inventory



    Although this was recorded in the PIE, we also have this working (weird unrelated animation bug and incomplete features notwithstanding) on a compiled dedicated server running on our network. Each character inventory is loaded and saved using sockets through a java server that connects to a MySQL server. The java server runs on one machine and the db on another. Loading and saving on the gigabit network is seamless. At a future point, we're going to test this over our slow ISP. Our inventory packets are small, so hopefully the lag will remain manageable.

    As a side note: If anyone has seen this anim bug before, please let us know how you fixed it

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  • replied
    Originally posted by ZenRigpa View Post
    Hey guys, i am sitting since days trying to figure out a clever and clean way to implement a solid Ammo System into the Inventory System. I have lots of different Weapons and Ammo Types and i dont want to modify each Function like TryToAddItemToInventory, AddItem, MoveItem, DropItem etc...

    So if anyone of you has a working System please Help. Seems my Brain is blocked right now
    Can you explain more? ammo should just be treated like a stacked item when being added to the inventory.
    [MENTION=238293]DP Studio[/MENTION] model rigging isn't really related to the inventory system, this knowledge is basic information you learn when working in 3Ds Max or any other 3D modeling program, it would be easier to just rerig your mixamo model to the UE4 skeleton.
    Last edited by OverRated_AU; 08-09-2016, 10:02 PM.

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  • replied
    Originally posted by ZenRigpa View Post
    I can't really give you a tutorial but i can tell you how i made it. Go to UE4 and export the Skeletal Mesh you want to reskin. Go to your 3D Software (i use Blender). Import the Skeletal Mesh. Now you should have the Mesh and the Skeleton or at least part of the Skeleton in your 3D Program. Select your Mesh and look for Vertex Groups, you should see at least one bone there. Now you have to look for the weights the Mesh has on these Bones. Import your own Skeleton (Mixamo) and be sure the Bone Names are matching the UE4 Skeleton. And then assign the Mesh to your imported Skeleton and copy the weights.

    I know for a Beginner this could be a bit confusing. Heres one Blender Tutorial where i learned the Basics of Weight Paints and Skinning: https://www.youtube.com/watch?v=EI0bujHVMPM
    yes, very confusing, over the last few day's when I have free time I have been researching this topic since my knowledge == null, I have been watching these tutorials which will hopefully shed some light on the topic

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  • replied
    Hey guys, i am sitting since days trying to figure out a clever and clean way to implement a solid Ammo System into the Inventory System. I have lots of different Weapons and Ammo Types and i dont want to modify each Function like TryToAddItemToInventory, AddItem, MoveItem, DropItem etc...

    So if anyone of you has a working System please Help. Seems my Brain is blocked right now

    Leave a comment:


  • replied
    Originally posted by DP Studio View Post
    Could I request a tutorial on re-skinning (I think this is what its referred to) the skeletal meshes to another skeleton structure like Mixamo?

    There is a huge lack of tutorials on the subject, closet thing I could find was this tutorial, but it's a tad bit outdated and I can't follow along with it :\
    I can't really give you a tutorial but i can tell you how i made it. Go to UE4 and export the Skeletal Mesh you want to reskin. Go to your 3D Software (i use Blender). Import the Skeletal Mesh. Now you should have the Mesh and the Skeleton or at least part of the Skeleton in your 3D Program. Select your Mesh and look for Vertex Groups, you should see at least one bone there. Now you have to look for the weights the Mesh has on these Bones. Import your own Skeleton (Mixamo) and be sure the Bone Names are matching the UE4 Skeleton. And then assign the Mesh to your imported Skeleton and copy the weights.

    I know for a Beginner this could be a bit confusing. Heres one Blender Tutorial where i learned the Basics of Weight Paints and Skinning: https://www.youtube.com/watch?v=EI0bujHVMPM


    Originally posted by antsonthetree View Post
    I think I've found a bug in InventoryManagerComponent::LoadInventory. The description states: "Client: Creates The Players Inventory UI (Or Rebuilds If Already Loaded)". However I've noticed that if you make a call to this function (say bind it to a key to call it) then the character's inventory panel will never work again. It will blank out all items in inventory (equipped items are fine) and you will never be able to drag anyting else into the inventory. It just disapears.

    This is odd because looking at the code it looks perfectly fine. Clear grid panel children and then add new ones. I'm wondering if there is something else going on.

    As stated above in #801 I need to switch possession from different chars and see their inventories. I was hoping that calling the LoadInventory each time I switch would update the UI with correct number of inventory slots, but it seems to kill the functionality. If I am doing this wrong please advise. I'm experienced with BP but just getting used to the inventory system.

    Jake
    Can't help with the Bug, but i think if you have different Chars/Classes you have to get each one a different Inventory Component, like WarriorInventoryComponent, MageInventoryComponent and so on. But maybe you got this already^^

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  • replied
    Hi guys! Any idea, what did I do wrong while merging Inventory to my project? Issue here. If I pick up item from container with RMB, item disappears. If I drag-n-drop item to armor slot - it disappears from slot after one second, but not from character mesh. I used my own PlayerController (not InventoryPlayerController) and changed the only one thing - GetUsableActor function take HitResult from GetHitResultUnderCursorByChannel, because my project is top-down RPG.

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