Originally posted by Infyy
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Action RPG Inventory System
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So after further investigation I found the reason for this bug, at least in my case. I added something to the InventorySlot Widget which allows me to display Tooltip Information based on the actual item in the inventory. Currently the system gets the tooltip data from the global item database, but as I am implementing an ammunition system the user shall see the current number of cartridges in his clip, not the initial number from the item database.
Therefore I called the PlayerInventoryComponent of the current PlayerController and used the "GetInventoryItem" function for the currently hovered slot to get the ItemInformation from there, instead of the database. Somehow this bugs the references and something called "REINST" (there are many threads and answerhubs on this, just search for "umg widget REINST") appears.
I solved my problem by removing my code and implementing the logic via a blueprint interface.
So note: references inside child widgets are bad, use interfaces or event dispatchers
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Originally posted by Infyy View PostI solved my problem by removing my code and implementing the logic via a blueprint interface.
So note: references inside child widgets are bad, use interfaces or event dispatchers\\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
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After working with this for a long time, I could create a crafting system. I did a few tests and I didn't see any problems. I don't understand much about the blueprints so I could have kept the codes too long but I don't think it will make a difference for the player.
It looks like this.
I had a good day I guess.
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Getting this error, recent changes include upgrading to 1.7 and adding a horizontal box with some buttons, to the hotbar widget, without calling any inventory functions or other informations. There is a cast to the player controller, and to the HUD reference. I could move the additions to their own widget, but i don't think it is related to that error, which only recently begun to popup. Still investigating.
Error Blueprint Runtime Error: Attempted to assign to None from function: 'ClearInventorySlotItems' from node: Set ItemInformation in graph: ClearInventorySlotItems in object: InventoryManagerComponent with description: Attempted to assign to None
Error Blueprint Runtime Error: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property? from function: 'ClearInventorySlotItems' from node: Set ItemInformation in graph: ClearInventorySlotItems in object: InventoryManagerComponent with description: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property?Last edited by unit23; 12-27-2016, 08:37 AM.
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Originally posted by Emrehan View PostAfter working with this for a long time, I could create a crafting system. I did a few tests and I didn't see any problems. I don't understand much about the blueprints so I could have kept the codes too long but I don't think it will make a difference for the player.
I had a good day I guess.
That's not a bad start i recommend creating your crafting logic in its own component and just pulling from it from your player controller, try making a data table for your crafting list like mine below.
Here an example of comparing item stats using a tooltip.
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Originally posted by unit23 View PostGetting this error...
Error Blueprint Runtime Error: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property? from function: 'CloseEquipmentWindow' from node: Set IsSlotHovered in graph: CloseEquipmentWindow in object: InventoryManagerComponent with description: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property?
Error Blueprint Runtime Error: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property? from function: 'CloseEquipmentWindow' from node: Set IsRightMouseButtonDown in graph: CloseEquipmentWindow in object: InventoryManagerComponent with description: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property?
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Quick question, once again:
All usable items are child of World_Actor (well, at least the swords/cardboard items, shield). I made a struct with World_Actor Class Reference, so I can use this later on in a Spawn Actor from Class. The thing is, I also made a variable in the NPC so I can manually add which items to drop (to the ground) when the mob dies. If I do a Spawn Actor From Class I can see all the items just fine. However, if I go to the NPC variable (or in the struct) it will only show up the Shield, Sword(s) and Axe (4 items). I kinda also crashed when I tried to spawn it calling the SpawnActor From Class and in the class input putting the World_actor class reference from the NPC variable.
Side note: if I open the, for example, "Cardboard Boots" and compile->save, it will show up on the variable/struct (so that I could pick it), but still crashing
So, Im just wondering if there is a difference between the Axe/Sword(s)/Shield and the Equipment Armors in general :P if something changes on the inside so I can work my way around
Or
How would you recommend me to store the actor(s) (item) references in a struct so I can access them, to spawn it when a npc dies :P (drop)Last edited by Namesis; 12-28-2016, 08:51 PM.
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Originally posted by OverRated_AU View PostI created a radio button for the crafting panel, and I connected it to the datatable so that the items automatically generated in the widget. In the same way, Crafting Informations come from the Data Table and Crafting progress starts when i press the button.
http://i.imgur.com/UqcQ4VR.jpg
How can I access the total amount value of item (example apple) that are scattered in different slots in the inventory?Attached FilesLast edited by Emrehan; 12-29-2016, 05:14 AM.
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Originally posted by Namesis View PostQuick question, once again:
All usable items are child of World_Actor (well, at least the swords/cardboard items, shield). I made a struct with World_Actor Class Reference, so I can use this later on in a Spawn Actor from Class. The thing is, I also made a variable in the NPC so I can manually add which items to drop (to the ground) when the mob dies. If I do a Spawn Actor From Class I can see all the items just fine. However, if I go to the NPC variable (or in the struct) it will only show up the Shield, Sword(s) and Axe (4 items). I kinda also crashed when I tried to spawn it calling the SpawnActor From Class and in the class input putting the World_actor class reference from the NPC variable.
Side note: if I open the, for example, "Cardboard Boots" and compile->save, it will show up on the variable/struct (so that I could pick it), but still crashing
So, Im just wondering if there is a difference between the Axe/Sword(s)/Shield and the Equipment Armors in general :P if something changes on the inside so I can work my way around
Or
How would you recommend me to store the actor(s) (item) references in a struct so I can access them, to spawn it when a npc dies :P (drop)
There a few ways of handling this depending on what you want, the easiest way is to create a function and call it when the NPC dies and just loop its inventory and spawn a container actor like a backpack or something and move the NPCs items to that, another way is to set the NPC to usable when it dies but this can create problems because of its collision if your playing a death anim.
Originally posted by Emrehan View PostThanks a lot for your suggestion.I created a radio button for the crafting panel, and I connected it to the datatable so that the items automatically generated in the widget. In the same way, Crafting Informations come from the Data Table and Crafting progress starts when i press the button.
http://i.imgur.com/UqcQ4VR.jpg
How can I access the total amount value of item (example apple) that are scattered in different slots in the inventory?are you going to add a create timer and item filters? , To get the total item amounts i created a function in the IMC that loops though your inventory to check if you have the req items this is all done on the client then when you actually craft a item it uses this same function but on the server for a finial check.
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Originally posted by DiziART View PostHello, my friend. After packpage my project, ContainerWidget, InventoryWidget, and EquipmentWidget - don't visible. But logic is work! Help please.
In Editor all good.
Thanks
Also please go into the InventoryLayout UMG widget and to the event graph. Then check the variables slot on the left and if you see the word component s expand that and delete the reference variable shown there. This will only be there in earlier versions and is not being used by any logic in the widget but may cause bugs because unreal is buggy.\\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
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Sup Dudes
I tried to give the armor of the character of the same abilities like the Assault_Rifle Blueprint.
I am sure it can be optimized but it is already working .for both server and client.
every one is free to use this tutorial as they need or even use it as the 1.8 version of the ActionRPGInventory System
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