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Action RPG Inventory System

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  • replied
    Originally posted by Rhynedahll View Post
    I've worked at this for a week or so but have not been able to come up with an answer.

    The value reported by the length node, the tooltip of which says "Get the number of items in an array.", always shows zero for the Inventory Item Array in the editor.

    The inventory is working properly in game.

    I know that I can get a hack number by adding the number of Equipment slots to the number of backpack slots and use that as an iterator, but how can I programmatically derive the number of slots in the Inventory Item Array?
    To get the number of the first inventory starting slot (after the allocated equipment slots) simply use get number of entries in EquipmentSlots and that will return the number you want to start your first backpack slot with.

    Click image for larger version

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    If you have not modified the Equipment Slots this node will return 14 because the Equip slots are 0-13.

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  • replied
    I've worked at this for a week or so but have not been able to come up with an answer.

    The value reported by the length node, the tooltip of which says "Get the number of items in an array.", always shows zero for the Inventory Item Array in the editor.

    The inventory is working properly in game.

    I know that I can get a hack number by adding the number of Equipment slots to the number of backpack slots and use that as an iterator, but how can I programmatically derive the number of slots in the Inventory Item Array?

    Leave a comment:


  • replied
    Originally posted by Control View Post
    has anyone implemented this into generic shooter project?
    No and i wouldn't recommend any one even using that as its a right mess.

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  • replied
    Originally posted by Control View Post
    has anyone implemented this into generic shooter project?
    im trying to

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  • replied
    has anyone implemented this into generic shooter project?

    Leave a comment:


  • replied
    Oh thanks!
    Am trying to figure out the error too. Here is exactly what I found.
    Location:InventoryManagerComponent>function>User Interface>Private>Inventory>AddInventorySlots.
    If I don't use the "Item Information" node, The error will be disappeared.
    I check a few times for "Inventory Layout(widget)\Inventory Slots(widget)". They are the same as your's.

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  • replied
    Originally posted by MrBigWill View Post
    I add all the system files into my project with manual. And play in editor they warning me 'Accessed none trying to read property callfunc_array_get_item from function: AddInventorySlot from node set ItemInformation'. There are 57 runtime errors all from the Set ItemInformation. How do I fix that?
    Help me out, please!
    I received your email I will try and figure out what you might have missed in the merge to cause this error this weekend. As I am out of town for a few more days on business. Perhaps trying to merge over again might be a good idea as it's possible something was missed.
    Last edited by Pirate; 06-22-2016, 06:59 PM.

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  • replied
    I add all the system files into my project with manual. And play in editor they warning me 'Accessed none trying to read property callfunc_array_get_item from function: AddInventorySlot from node set ItemInformation'. There are 57 runtime errors all from the Set ItemInformation. How do I fix that?
    Help me out, please!

    Leave a comment:


  • replied
    This is by design and if you look at games like world of warcraft and guild wars it has the same approach. You can get the number of equipmentslots from the enum so you aren't using a magic number like 14. this way also if you end up modifying your equipment slot amount the logic will automatically work with the new count.

    This is what also makes dayz type looting easy to do if you want as you can see on the demo NPC's loot window equipped items as well.
    Last edited by Pirate; 06-20-2016, 08:26 AM.

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  • replied
    Originally posted by OverRated_AU View Post
    Your equipment slots are also apart of your inventory which is why you backpack slots start at 14 rather than 0.
    Oh? Hmmmm.....

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  • replied
    Hi Pirate

    Thanks for updating the RPG Inventory, much appreciated!

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  • replied
    Originally posted by Rhynedahll View Post
    A question:

    When you start with an empty inventory and pick up a single item so that that item is shown in the first slot in the inventory, the index of that item in the Inventory array is 14?

    I had assumed that it would be 0, but in my case, for whatever reason, it's 14.

    Is this correct and if not, might you have an idea what could be the cause of this error?
    Your equipment slots are also apart of your inventory which is why you backpack slots start at 14 rather than 0.

    Leave a comment:


  • replied
    A question:

    When you start with an empty inventory and pick up a single item so that that item is shown in the first slot in the inventory, the index of that item in the Inventory array is 14?

    I had assumed that it would be 0, but in my case, for whatever reason, it's 14.

    Is this correct and if not, might you have an idea what could be the cause of this error?

    Leave a comment:


  • replied
    Originally posted by FinalSparkUG View Post
    I have a few questions.

    1. How do I get information how much amount of an item is in the inventory.
    2. How do I get information which item is on which equip slot equipt.
    3 How do I remove items from inventory that are inside inventory current with amount.
    4 How do I add items to the inventory that is an default item?

    Hope you can answer me those questions because I really need these functions.

    Cheers,
    Bander
    All the functions are through using events shown on the InventoryManagerComponent Event Graph. The only function called externally not through an event is "TryToAddItemToInventory".

    You most likely need to know what slot you want to read than you can simply get information from that slot. On the client the client UI is updated with the item info so you can read that data already from the client without having to request it again from the server. Again if you know what slot you want to look up you can read the item data from the client in the InventoryLayout Widgets InventorySlots array. IF you are editing items you will want to use the events in the InventoryManagerController that make changes and they update the clients UI.

    Default items are setup in the Blueprints/Demo/ Classes Enum and Classes Starting Items DataTable. This determines the item loadout for the demo example.

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  • replied
    I have a few questions.

    1. How do I get information how much amount of an item is in the inventory.
    2. How do I get information which item is on which equip slot equipt.
    3 How do I remove items from inventory that are inside inventory current with amount.
    4 How do I add items to the inventory that is an default item?

    Hope you can answer me those questions because I really need these functions.

    Cheers,
    Bander

    Leave a comment:

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