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  • replied
    Originally posted by MrWilson13 View Post
    Be pretty interested in getting this. But just a question I got.

    I've got myself a sidescroller (3d) version. Is it possible to open the container when in proximity to it instead of having to look at it? So > character near container > hold E to open container. Obviously this would be done with a box collision but i'm wondering if its an easy thing to switch over and do?

    anyway look forward to your answer and thanks!

    You could replace the RayCast in the InventoryPlayerController to use a volume overlap instead or any other method really.
    Interacting with the containers is just as simple as telling the server to call that actors on used function.



    Originally posted by Haoris View Post
    Hi,
    My windows disappear when I drag them. I can move them but once released, they disappear.
    Do you have any other UI elements that might be blocking the UI HIT when you drop the widgets? Make sure that when you drop the widgets that are hitting the InventoryLayout UI as that has the code to handle the "OnDrop".
    UMG UI can be a little confusing at first, but if you take a bit of time to learn and understand how the UI Hit Tests work and Z Order of widgets should help you solve this issue very quickly in your project.


    Originally posted by GameMaster79 View Post
    Hi Pirate,

    I moved the RPG Inventory and Top Down Kit assets into my project. Thank you for the video on that! I did have one error I thought you might have some thoughts on. I'm getting the error messages off the world actor "Item not found in item list" and "Item has no world Mesh". It's being run in the construction script so the error is going all the time when I'm in the folder with the world actor. When I look at the imported items they have ID's, and the ID's are on the ItemList. It seems like it should all be working. Any thoughts on what that might be?

    Thanks!
    Hrmmm that's a little odd. Do the items in game have the correct meshes and when you pick them up the right stats? That error should only print out if it's trying to load something that doesn't exist in the ItemsList and then show a default mesh. please send me an email to support@vanguardinteractive.com

    Leave a comment:


  • replied
    Hi Pirate,

    I moved the RPG Inventory and Top Down Kit assets into my project. Thank you for the video on that! I did have one error I thought you might have some thoughts on. I'm getting the error messages off the world actor "Item not found in item list" and "Item has no world Mesh". It's being run in the construction script so the error is going all the time when I'm in the folder with the world actor. When I look at the imported items they have ID's, and the ID's are on the ItemList. It seems like it should all be working. Any thoughts on what that might be?

    Thanks!

    Leave a comment:


  • replied
    Hi,
    My windows disappear when I drag them. I can move them but once released, they disappear.

    Leave a comment:


  • replied
    Be pretty interested in getting this. But just a question I got.

    I've got myself a sidescroller (3d) version. Is it possible to open the container when in proximity to it instead of having to look at it? So > character near container > hold E to open container. Obviously this would be done with a box collision but i'm wondering if its an easy thing to switch over and do?

    anyway look forward to your answer and thanks!

    Leave a comment:


  • replied
    Originally posted by 7Autechre7 View Post
    Nvm I figured it out lol, with Solder->EquipmentCharacter->SoldierBp the default mesh was being used from inventory system which doesn't have a camera bone. Now it works hopefully it doesnt cause any odd error in the future though
    It shouldn't , it's just keeping all the equiplogic clean and separate from your other logic by having it in the EquipmentCharacter class

    Leave a comment:


  • replied
    Nvm I figured it out lol, with Solder->EquipmentCharacter->SoldierBp the default mesh was being used from inventory system which doesn't have a camera bone. Now it works hopefully it doesnt cause any odd error in the future though

    Leave a comment:


  • replied
    Im not entirely sure but I think the problem is from the camera attatch script since the camera is now attached at the wrong position near the feet:

    {
    Camera = ObjectInitializer.CreateDefaultSubobject<UCameraComponent>(this, TEXT("Camera"));
    Camera->AttachParent = GetMesh();
    Camera->AttachSocketName = FName(TEXT("camera_socket"));
    Camera->bUsePawnControlRotation = false;
    FPostProcessSettings & PPS = Camera->PostProcessSettings;
    PPS.bOverride_FilmSaturation = true;
    PPS.bOverride_SceneFringeIntensity = true;
    PPS.bOverride_VignetteIntensity = true;
    //PPS.bOverride_MotionBlurAmount = true;
    //PPS.MotionBlurAmount = 0.f;

    CameraBoom = ObjectInitializer.CreateDefaultSubobject<USpringArmComponent>(this, TEXT("CameraBoom"));
    CameraBoom->AttachParent = GetCapsuleComponent();
    //CameraBoom->AttachSocketName = FName(TEXT("root"));
    //CameraBoom->bUsePawnControlRotation = true;
    CameraBoom->TargetArmLength = 100.f;
    CameraBoom->SocketOffset = FVector(0.f, 30.f, 80.f);

    CameraTP = ObjectInitializer.CreateDefaultSubobject<UCameraComponent>(this, TEXT("CameraTP"));
    CameraTP->AttachParent = CameraBoom;
    CameraTP->bUsePawnControlRotation = false;

    Leave a comment:


  • replied
    Hello Im trying to get this to work with my Fps Kit and I had a quick question. In the tutorial im supposed to parent mycharacterbp to the equipmentcharacter, except mycharacterbp parent option is already set to 'Soldier' and I cannot switch this option to equipment character else my scene wont work. Soldier is a C++ script. So Soldier.h is pawn, the SoldierBP has this as its parent option. How may I add the equipment character to this? ty

    Leave a comment:


  • replied
    Wow, that was so simple. In case someone need it, all I had to do was to go to "Inventory_slot" blueprint, open "OnMouseButtonDown" function and change "Drag Key" to " Touch 1". Know I need to find how to click through the HUD canvas so I can use virtual joysticks/buttons

    Leave a comment:


  • replied
    Thanks for your help. I edited your "InventoryPlayerController" to use touch input but I didn't know where you called all mouse inputs. For you they are all in UI/Blueprints ( and player controller )? I will look there

    Leave a comment:


  • replied
    Originally posted by Haoris View Post
    Hi,
    I want to use your inventory system on a mobile game projet but I don't know how and where to replace mouse input with touch input, I'm lost in all those files/directory. I added virtual joysticks and button so I can move, open inventory, interact, etc. but I can't "clic" on icons to use/equip items nor drag them.
    Any help please?
    I haven't done any touch input with unreal but if you edit the UI blueprints it should be pretty straight forward to convert it from a drag and drop system with right click use to a mobile friendly one as you will only need to edit the UI files.

    Look in
    InventorySystem/UI/Blueprints
    InventorySystem/UI/Blueprints/Inventory


    If you look at the event graph you will see how the UI is calling events on the inventory for things like Move and Use. Replacing some of that logic with your games touch control logic should get you started.

    Leave a comment:


  • replied
    Hi,
    I want to use your inventory system on a mobile game projet but I don't know how and where to replace mouse input with touch input, I'm lost in all those files/directory. I added virtual joysticks and button so I can move, open inventory, interact, etc. but I can't "clic" on icons to use/equip items nor drag them.
    Any help please?

    Leave a comment:


  • replied
    Originally posted by Rhynedahll View Post
    After I gave this some thought, I recalled another bit of advice that [MENTION=39476]Pirate[/MENTION] had once given (I think in a tutorial) and simply re-compiled and saved each offending function in the components. This corrected the cook errors for me without having to change the types and reconnect.

    Perhaps you might try this the next time this particular problem crops up for you.

    In future, if I make any changes to Blueprint structs, I'm just going to automatically re-compile all the functions that use them.
    There seems to be a few issues like this with structs in 4.12 from what I have heard.
    Best to always report the bugs you find in unreal on answerhub so that hopefully Epic is aware of them and can fix them quicker.

    I am glad that solution helped.

    Leave a comment:


  • replied
    Originally posted by wrfstudios View Post
    I add a new variable to the "InventoryItem" Struct - (if I compile and run, it works and plays great and I wont noticed any errors unless I try to cook and package it up)

    so to fix...
    After I gave this some thought, I recalled another bit of advice that [MENTION=39476]Pirate[/MENTION] had once given (I think in a tutorial) and simply re-compiled and saved each offending function in the components. This corrected the cook errors for me without having to change the types and reconnect.

    Perhaps you might try this the next time this particular problem crops up for you.

    In future, if I make any changes to Blueprint structs, I'm just going to automatically re-compile all the functions that use them.

    Leave a comment:


  • replied
    Originally posted by wrfstudios View Post
    I add a new variable to the "InventoryItem" Struct - (if I compile and run, it works and plays great and I wont noticed any errors unless I try to cook and package it up)

    so to fix...

    1) I go into InventoryComponent and find the "Inventory" variable (which is of type "InventoryItem" Struct)

    2) then go to Details panel (for the "inventory" var) and change the type to "bool" or something so it unlinks all instances

    3) then change it back to the correct "InventoryItem" Struct type (this somehow resets everything correctly)

    4) then relink all "Inventory" variables back correctly because once you change the var type it will unlink the variable from everything it was previously linked to

    that seems to fix it...
    Thanks! I'll give that a go.

    Leave a comment:

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