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\\VANGUARD INTERACTIVE
Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
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Originally posted by Abaris919 View PostINSANE work, Vanguard Interactive <3
Bought it in the current sale (what a timing!) and am satisfied to bits5*
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\\VANGUARD INTERACTIVE
Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle
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Originally posted by Pirate View PostYou 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.
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
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[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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Originally posted by Abaris919 View PostThank 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
You may want to improve the code on your own as you may want your loot lists to behave differently than the example.\\VANGUARD INTERACTIVE
Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle
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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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Originally posted by Rhynedahll View PostI 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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Originally posted by OverRated_AU View PostThoses are only warning and shouldn't affect your product.
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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*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.
This fix will be included in the next update I submit to Epic.Last edited by Pirate; 12-04-2016, 04:24 PM.\\VANGUARD INTERACTIVE
Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle
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Originally posted by Cryptaline View PostGetting 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.
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.\\VANGUARD INTERACTIVE
Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle
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Originally posted by Rhynedahll View PostNo, 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.
I haven't seen the issues you are running into with structs when I edit the InventoryItem nor have I heard of any other people having all their blueprints that have the structs cause errors when making changes to it. I have cooked builds just fine after making changes to the InventoryItem struct (But as well all know, not all engine bugs are 100% reproducible and usually the worst ones are a lower chance which unfortunately makes it harder to epic QA to even acknowledge the darn bugs). It has required me to save blueprints that use the struct but I never saw any errors or had to recompile any blueprint classes normally. I wonder if this is a result of upgrades through engine versions where structs have been drastically changed.
Epic really has stuffed up structs royally but I thought they had made some good improvements lately in 4.12/4.13 with them that should have resolved the old issues.
If we can gather some more information and get it posted on answer hub hopefully they can fix the bug you are experiencing.Last edited by Pirate; 12-04-2016, 04:17 PM.\\VANGUARD INTERACTIVE
Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle
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Originally posted by Pirate View PostDo you remember what version of unreal you started the ARPGIS with for your project? and also what version of unreal is your project currently running?
I haven't seen the issues you are running into with structs when I edit the InventoryItem nor have I heard of any other people having all their blueprints that have the structs cause errors when making changes to it. I have cooked builds just fine after making changes to the InventoryItem struct (But as well all know, not all engine bugs are 100% reproducible and usually the worst ones are a lower chance which unfortunately makes it harder to epic QA to even acknowledge the darn bugs). It has required me to save blueprints that use the struct but I never saw any errors or had to recompile any blueprint classes normally. I wonder if this is a result of upgrades through engine versions where structs have been drastically changed.
Epic really has stuffed up structs royally but I thought they had made some good improvements lately in 4.12/4.13 with them that should have resolved the old issues.
If we can gather some more information and get it posted on answer hub hopefully they can fix the bug you are experiencing.
As I said, it is only necessary to recompile and save (even though none of them show any compile errors) each blueprint that uses the structure to remedy the problem. Unfortunately, at this stage, there are literally dozens of these as we have inventories or item references in all kinds of things: corpses, transport actors, and so forth.
At this stage, we just accept it as part of the process. If we could learn to resist the urge to add just one more variable, the annoyance would disappear entirely.
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