Announcement

Collapse
No announcement yet.

Action RPG Inventory System

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Originally posted by Pirate View Post
    Are you running your logic as the server?
    Yes, that's the intent.

    Originally posted by Pirate View Post
    Merchants and vending machines just involve setting up a UMG UI window and logic which should extend off OnUsed interface on ether the NPC or world actor.


    Creating a filter is simple do it within the inventory widget and simply loop your inventory items and match your filter name with the item type of each item collapsing and showing the items matching.
    How would I go about doing any of this? These statements are really vague. I tried looking at the inventory widget and I don't see or understand how I could even loop or filter anything. "Set up logic here" I mean? What logic? Sorry, I don't understand how to go about following this advice, solid as it clearly is.
    Last edited by SlightlyLive; 11-07-2016, 07:41 PM.

    Leave a comment:


  • replied
    Originally posted by blackdude View Post
    I don't know if it's a problem or not but every time I get a crash report it filled with this errors



    As you can see I add a lot more equipment slots but I have no idea why this error appear.
    All slots work fine by the way.
    Those are just warnings that happen on initialization of the Inventory array. In 4.12 (maybe 4.11) they added a bunch of new warnings and I believe that's when they started showing up. It's nothing to worry about it's just a warning when you are dynamically adding to an array. I suspect it will be removed as a warning again in future engine updates.

    Leave a comment:


  • replied
    Originally posted by SlightlyLive View Post

    I'm definitely not doing this right. =/ How do I make this work?
    Are you running your logic as the server?

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post
    Hi, Yes you can add items to the inventory using TryToAddItemToInventory function from the inventory manager.

    I'm definitely not doing this right. =/ How do I make this work?

    Leave a comment:


  • replied
    Originally posted by SlightlyLive View Post
    A few questions, if some folks could help answer them.

    1) Is there a way to add items to player's inventories through an event separate from containers?
    2) How would one go about using this inventory system to set up a vendor NPC? I've seen a few comments it would be easy, I'm not sure where I would begin.
    3) What logic would need to be applied to filter or create separate windows for items based on category? Say when you open the player inventory, you can choose from consumables, key items, etc?

    I know some of these questions might be more involved, but I'm really interested in learning more.
    Hi, Yes you can add items to the inventory using TryToAddItemToInventory function from the inventory manager.

    Merchants and vending machines just involve setting up a UMG UI window and logic which should extend off OnUsed interface on ether the NPC or world actor.

    Creating a filter is simple do it within the inventory widget and simply loop your inventory items and match your filter name with the item type of each item collapsing and showing the items matching.


    [MENTION=319904]blackdude[/MENTION] from those errors it seems your inventory and Inventory slot arrays do not match meaning some of your inventory slots won't work correctly.

    Leave a comment:


  • replied
    I don't know if it's a problem or not but every time I get a crash report it filled with this errors

    [2016.11.06-10.56.49:795][166]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [14/0]!

    [2016.11.06-10.56.49:795][166]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [15/0]!

    [2016.11.06-10.56.49:795][166]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [16/0]!

    [2016.11.06-10.56.49:795][166]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [17/0]!

    [2016.11.06-10.56.49:795][166]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [18/0]!

    [2016.11.06-10.56.49:795][166]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [19/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [20/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [21/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [22/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [23/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [24/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [25/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [26/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [27/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [28/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [29/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [30/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [31/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [32/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [33/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [34/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [35/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [36/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [37/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [38/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [39/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [40/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [41/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [42/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [43/0]!
    As you can see I add a lot more equipment slots but I have no idea why this error appear.
    All slots work fine by the way.

    Leave a comment:


  • replied
    A few questions, if some folks could help answer them.

    1) Is there a way to add items to player's inventories through an event separate from containers?
    2) How would one go about using this inventory system to set up a vendor NPC? I've seen a few comments it would be easy, I'm not sure where I would begin.
    3) What logic would need to be applied to filter or create separate windows for items based on category? Say when you open the player inventory, you can choose from consumables, key items, etc?

    I know some of these questions might be more involved, but I'm really interested in learning more.

    Leave a comment:


  • replied
    Sorted, thx OverRated_AU.

    Leave a comment:


  • replied
    Originally posted by TomaszuJerzy View Post
    Could somebody help me with setting up new item quality color. I added new enumerator to list, i set up qualitycolors structure and appointed new color but when i change it in the item list it doesn't work. It's switched on the list but in game theres no border color around item icon and name of the item dissapeared. Is there a break qualitycolor function somewhere in there that i have to manually connect with new enumerator? I tried to look for something with tooltip info, but after 2 hours i have to surrender. All ideas appreciated.
    Make sure you hook your new color up in the inventory slot widget and tooltip.

    Leave a comment:


  • replied
    Could somebody help me with setting up new item quality color. I added new enumerator to list, i set up qualitycolors structure and appointed new color but when i change it in the item list it doesn't work. It's switched on the list but in game theres no border color around item icon and name of the item dissapeared. Is there a break qualitycolor function somewhere in there that i have to manually connect with new enumerator? I tried to look for something with tooltip info, but after 2 hours i have to surrender. All ideas appreciated.

    Leave a comment:


  • replied
    Originally posted by Cmcginn View Post
    That's where I have it. But only the right mouse doubleclick event fires. the left mouse doubleclick event never fires.
    The left mouse chick is getting overwritten by the drag and drop logic you will have to change it so its not.

    Leave a comment:


  • replied
    That's where I have it. But only the right mouse doubleclick event fires. the left mouse doubleclick event never fires.

    Leave a comment:


  • replied
    Originally posted by Cmcginn View Post
    I have a question about Left click events with the Inventory/equipment UI. I cannot seem to get Left double click or even single click to register on the Inventory Slot other than drag. Any direction would be appreciated, I want to change the Equip/Use to left double click and right click to open small menu. Right double click works and right click, but not the left. It works if I create a new different widget but not on any of the equipment or Inventory widgets.

    Thanks
    You can find these events in the inventory slot widget.

    Leave a comment:


  • replied
    I have a question about Left click events with the Inventory/equipment UI. I cannot seem to get Left double click or even single click to register on the Inventory Slot other than drag. Any direction would be appreciated, I want to change the Equip/Use to left double click and right click to open small menu. Right double click works and right click, but not the left. It works if I create a new different widget but not on any of the equipment or Inventory widgets.

    Thanks

    Leave a comment:


  • replied
    Originally posted by Connecta View Post
    Hiyo!
    First off: Thanks for this System! I really like it - well documented and structured so that even I can handle it (somewhat)

    Though it seems like I've met with a problem now... I deleted some of your DEMO-meshes and ItemBP's, and now I'm getting a lot of errors...
    Everything works fine... Just a bit annoying/omnious that I'm getting these - any ideas what I can do to fix it?
    Hello,

    If you read the errors you see they have nothing to do with items so don't worry that's not what did it. Perhaps you changed your gamemode to use a different HUD class or Unreal just decided to unhook some wires to keep you on your toes.

    The real error is because in the InventoryPlayerController it looks like in your PlayerInitialize function the HUDReference isn't being set. This reference is used by the system to know where to get references to different widgets in the UI. In this case it's trying to access and read from the HUDReference to show and hide the InteractText widget when you have highlighted an item.

    You can see where it sets the HUDReference in the InventoryPlayerController show in this screenshot.
    Click image for larger version

Name:	hudref1.jpg
Views:	1
Size:	123.8 KB
ID:	1116438

    And here you can see where one of the errors are, as it is trying to read the HUDReference to find the InteractText Widget but since HUDReference is null it's giving the error.
    Click image for larger version

Name:	hudref2.jpg
Views:	1
Size:	75.6 KB
ID:	1116439

    By reading those errors you should be able to figure out why your project isn't setting the HUDReference and resolve them quickly.
    If you are still having issues after checking that out, please send us a support email to support@vanguardinteractive.com

    Leave a comment:

Working...
X