When will the new update be published?
Announcement
Collapse
No announcement yet.
Action RPG Inventory System
Collapse
X
-
Originally posted by Emrehan View PostWhen will the new update be published?
I will finish adding screenshots to the patch notes and finalise them tonight.\\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 PostThe update has been submitted to Epic. It can take them a day or 5 to update. Usually they are pretty fast lately. So I suspect mid week.
I will finish adding screenshots to the patch notes and finalise them tonight.
Comment
-
-
Originally posted by Cryptaline View Post[ATTACH=CONFIG]121311[/ATTACH]
[ATTACH=CONFIG]121312[/ATTACH]
When you change inventory size to custom (28 on image) and inventory slots per row to a custom number (15 on image) and start adding/removivng additioanal slots in to inventory, these slots will use custom (6 slots per row) layout. Where to look @ to fix it?
If you look inside the InventoryManagerComponent->IncreaseInventorySlots() function you will see there is a local variable called LocalMaxRowSize set to 6.
It should really just be reading the InventorySlotsPerRow class variable in the two places this local variable is used and you can delete that LocalMaxRowSize variable after updating the logic.
I have added that bug to the update and patch notes. Thank youLast edited by Pirate; 12-12-2016, 08:27 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
-
Hi - How would I use a skeletal mesh in my Usable Object? I tried just adding it but I can't click on it like I can the Static Mesh?
ThanksEvery day I beat my own previous record for the number of days I've stayed alive!
Comment
-
Originally posted by GeeksGoneBad View PostHi - How would I use a skeletal mesh in my Usable Object? I tried just adding it but I can't click on it like I can the Static Mesh?
Thanks
With the 1.7 update you want Visibility to Block.
If you are using the MPTopDownKit you'll want the channel Clickable to Block.\\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
-
Thanks for the reply - but I tried setting all the settings to the same that the Static Mesh was and it doesn't work for me - let me explain a little better what I tried... I took a Usable Actor, set the staticmesh to nothing - dropped in a Skeletal mesh - so far it *looks* like I want it to - but I do not get the little "press E to use" thing and cannot press E when I'm pointing at it - so I missed something for sure
Thanks for the help!Every day I beat my own previous record for the number of days I've stayed alive!
Comment
-
Originally posted by GeeksGoneBad View PostThanks for the reply - but I tried setting all the settings to the same that the Static Mesh was and it doesn't work for me - let me explain a little better what I tried... I took a Usable Actor, set the staticmesh to nothing - dropped in a Skeletal mesh - so far it *looks* like I want it to - but I do not get the little "press E to use" thing and cannot press E when I'm pointing at it - so I missed something for sure
Thanks for the help!
It really just sounds like unreal isn't hitting the collision of your Skeletal mesh. Have you setup the physics asset for your skeletal mesh, or double checked it has collision bounds?\\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
-
Ahhh! That was it! I didn't have the physics asset set right for the skeletal mesh - I had created one, but after the import so it didn't set it automagically for it - all I had to do was set it from the drop down and all is good! Thanks for the right direction!Every day I beat my own previous record for the number of days I've stayed alive!
Comment
-
nice work ! congrats !
Comment
-
Originally posted by Pirate View PostIt shouldn't matter if there is no static mesh set and you added a new skeletal mesh component. As long as the Skeletal mesh blocks visibility it will work.
It really just sounds like unreal isn't hitting the collision of your Skeletal mesh. Have you setup the physics asset for your skeletal mesh, or double checked it has collision bounds?
See video, using radius 20, tried 100 too. Any idea what could be done to improve the tracing? Basically it should work always, just a click would be enough for my needs. Physic asset is setup okay. Clickable is enabled upon death.
https://youtu.be/RLUd2L8G3vQLast edited by unit23; 12-16-2016, 08:39 PM.
Comment
-
Have you tried - in the "GetUsableActor" in the "InventoryPlayerController" set the "Trace Complex" of the "LineTraceForObjects" to true - and that made the accuracy a lot better for meEvery day I beat my own previous record for the number of days I've stayed alive!
Comment
-
Originally posted by GeeksGoneBad View PostHave you tried - in the "GetUsableActor" in the "InventoryPlayerController" set the "Trace Complex" of the "LineTraceForObjects" to true - and that made the accuracy a lot better for meWorks now as intended.
Comment
-
Originally posted by unit23 View PostThanks Geek, for some reason i had set MultiTraceWorks now as intended.
\\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
Comment