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    Originally posted by Smartay View Post
    How difficult would it be to take the inventory item and character sheet out of the game and into its own menu screen.? I am hiring a developer to do this but wondered how long roughly and what would be involved? the idea would be to have a saved loadout reading from an external db however I think we agreed to get it reading from a data table first
    I would say the majority of the time would be spent designing the new UI window. Hooking up the Inventory slots to this new UI window instead of using the Equipment or Inventory windows is very basic blueprinting. There are only a few functions that are cleanly labeled and easy to understand for all skill levels in the InventoryManagementComponent that would need to be updated to reference your new UI Window when it generates the UI Slots instead of the Inventory Window.
    \\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

    Comment


      Originally posted by Abaris919 View Post
      INSANE work, Vanguard Interactive <3
      Bought it in the current sale (what a timing!) and am satisfied to bits 5*

      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
      You 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.
      \\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

      Comment


        Originally posted by Pirate View Post
        You 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.
        Thank 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

        Comment


          Managed to get comparing-tooltip working
          (Fiddling with visibility->collapsed when stats not existent, but all in all, very satisfied..!)


          Thank you very much
          Attached Files

          Comment


            [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.

            Comment


              Originally posted by Abaris919 View Post
              Thank 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
              Yes unfortunatly the loot random function is pretty basic, so if the numbers for max loot are more than the unique entries in that loot list, it will get stuck in a endless loop as it's trying not to add multiples of the same item and instead add only unique items(Since an amount is generated per item).

              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

              Comment


                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>

                WIP Thread

                Comment


                  Originally posted by Rhynedahll View Post
                  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>
                  Thoses are only warning and shouldn't affect your product.

                  Comment


                    Originally posted by OverRated_AU View Post
                    Thoses are only warning and shouldn't affect your product.
                    No, 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.
                    Last edited by Rhynedahll; 12-04-2016, 09:43 AM.

                    WIP Thread

                    Comment


                      Getting 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.

                      Comment


                        *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.

                        Click image for larger version

Name:	update_stats_dropped_equipment.png
Views:	1
Size:	101.0 KB
ID:	1119511


                        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

                        Comment


                          Originally posted by Cryptaline View Post
                          Getting 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.
                          I am not having any issues cooking the demo project in 4.10, 4.11, 4.12, 4.13 and 4.14. I just went though and tried on all the versions of unreal I have installed.
                          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

                          Comment


                            Originally posted by Rhynedahll View Post
                            No, 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.
                            Do 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.
                            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

                            Comment


                              Originally posted by Pirate View Post
                              Do 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.
                              We began with whatever version of Unreal (4.8?) was current when the ARPGIS was published. We always upgrade to the current version of the engine (after a couple of weeks) and are using 4.14. Our ARPGIS code is more or less up to date. The errors do not occur when we change versions. They only occur on the infrequent occasions when we add a variable to the Inventory Item structure. There is no indication that anything untowards has occurred while using the editor. The cook always fails, however when Jenkins builds the client. An editor cook shows the errors (not as errors but as messages with error in the text) and these are always blueprints (including portions of the ARPGIS) that have not been recompiled since the addition.

                              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.

                              WIP Thread

                              Comment


                                Originally posted by Pirate View Post
                                I would recommend deleting your Intermediate and Saved folders as well as cleaning up Re-directors in your project. Then try cooking again.


                                Thats worked. Thanks

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