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Action RPG Inventory System

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  • replied
    has anyone implemented this into generic shooter project?

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  • 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.

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  • 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:


  • replied
    Originally posted by PixelPerfectPolygons View Post
    Is 4.12 updated?
    I have been assured by Epic the most recent update I submitted will be updated tomorrow and this is when they will update it to download for 4.12. The current version will upgrade from 4.11 to 4.12 without issues.

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  • replied
    Is 4.12 updated?

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  • replied
    Fantastic job, Pirate. I picked up this and your social system, and I'm getting to grips with using them. I've been adding new item types to expand out for what I need. One of these is an editable book (which I've been having multiple issues with, but have almost finished work on.)
    I've got one remaining issue...
    I can't seem to serialise the data back to the item in the inventory.

    *removing the wall of picture as part of the edit*

    *EDIT*
    Heh. Well, to answer myself it's a limitation of my knowledge. For anyone else running into this same issue... "SetInventoryItem" is the solution.
    Attached Files
    Last edited by Dahak; 06-11-2016, 10:54 PM.

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  • replied
    Hey everyone,

    I'm sorry for the lack of responses the past week.

    Just a quick update, the current version of the Action RPG Inventory System is already compatible with 4.12.
    (I would personally hold off updating, because as of 4.12.1 many people are still experiencing crashes compiling blueprints and other little bugs introduced in 4.12)

    I have also submitted the next update that removes all the Make InventoryItem nodes so that when you make changes to your InventoryItem structs you won't have to jump through a few places and hook up your new variables between the Break/Make InventoryItem nodes.

    The update should be released by Epic whenever they feel like it.

    Version 1.6 - Submitted June 8th 2016
    ------- Update Notes -------

    This update replaces all the Make InventoryItem nodes in the project with Set Member in struct nodes.

     
    Spoiler


    With this update I will be removing support from 4.10 as 4.11 is a better base version and will keep supporting 4.11+ until a new version comes along that is a very drastic change.
    Last edited by Pirate; 08-22-2016, 03:22 PM.

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