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    Good morning all,

    im just starting out with ue4, and purchased this inventory system for a game I am creating by using the third person blueprint starter project.

    I am unable to get this to work. I watched the merge video, however the third person blueprint project does not have a player controller that I can find in the content browser. If I ignore all of the merge instructions for having one the inventory still does not work.

    i have worked with this problem for about 6 hours now and can not come up with the solution. Is this not compatible with the third person starter project? I am at a loss on what to do to make this work.

    (edit: I am using ue4.17)

    Comment


      Originally posted by BikerDad View Post
      Good morning all,

      im just starting out with ue4, and purchased this inventory system for a game I am creating by using the third person blueprint starter project.

      I am unable to get this to work. I watched the merge video, however the third person blueprint project does not have a player controller that I can find in the content browser. If I ignore all of the merge instructions for having one the inventory still does not work.

      i have worked with this problem for about 6 hours now and can not come up with the solution. Is this not compatible with the third person starter project? I am at a loss on what to do to make this work.

      (edit: I am using ue4.17)
      I recommend you watch some tutorials on blueprints before hand.

      Comment


        I have watched tutorials on blueprints and have been able to create a working flashlight with batteries, a stamina system and more.

        The problem I'm having (I believe) has to do with the lack of player controller in the starter project.

        Comment


          You're looking for this:
          https://docs.unrealengine.com/latest...lay/Framework/

          Every character possessed by a player has a controller. In fact, the controller represents the player in the game so it's always live if you're currently in a level.
          [Released] Multiplayer Combat Editor
          A-RPG Sacred Swords
          Auto-Chess Live Development
          Youtube Tutorials

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            Thank you for that. I just confirmed that there is no playercontroller in the bp third person starter project. So in this case I have parented the inventory character. If I delete the character and press play will this solve the issue, since the inventory system runs off of the spawn?
            Last edited by BikerDad; 09-11-2017, 04:15 PM.

            Comment


              Looking at modding this to give different items different sizes in the inventory (mainly so weapons etc are bigger icons). I figured I'd do this by adding 2 byte variables for Slot X and Y dimensions in the item data structure.

              I know the size box for the Inventory_Slot is 66x66 and I'm assuming I can turn the size box into a variable and then when the slot is updated with an item it sets the x and y size to whatever the new item is? So standard items are 1x1 (66x66), a rifle is 2x3 (132x198). I'm not really looking to do the grid system like Diablo, but will be adding weight etc to items to limit inventory size (and outline that an item taking up 2x3 would remove 6 slots from the inventory).

              Just want to know if I'm right with my above assumption before I start messing with everything haha?

              Cheers.

              Comment


                Originally posted by Abstracted View Post
                Looking at modding this to give different items different sizes in the inventory (mainly so weapons etc are bigger icons). I figured I'd do this by adding 2 byte variables for Slot X and Y dimensions in the item data structure.

                I know the size box for the Inventory_Slot is 66x66 and I'm assuming I can turn the size box into a variable and then when the slot is updated with an item it sets the x and y size to whatever the new item is? So standard items are 1x1 (66x66), a rifle is 2x3 (132x198). I'm not really looking to do the grid system like Diablo, but will be adding weight etc to items to limit inventory size (and outline that an item taking up 2x3 would remove 6 slots from the inventory).

                Just want to know if I'm right with my above assumption before I start messing with everything haha?

                Cheers.

                Adding weight isn't to hard i built my own inventory with weight in mind, adding item sizes is a lot harder because the slots use a gird so they all need to be the same size, adding a larger one will create holes in your inventory layout, there is no UMG grid that supports different size slots with proper alignment, i started building a new inventory based around this idea but i got side tracked and never did finish it, the idea is to build logic to handle the dependency's as you can see in the image the red outlined slots are dependency slots.

                Comment


                  Hi guys how i can ceck if i equip rifle i can shoot ?

                  Comment


                    Originally posted by OverRated_AU View Post


                    Adding weight isn't to hard i built my own inventory with weight in mind, adding item sizes is a lot harder because the slots use a gird so they all need to be the same size, adding a larger one will create holes in your inventory layout, there is no UMG grid that supports different size slots with proper alignment, i started building a new inventory based around this idea but i got side tracked and never did finish it, the idea is to build logic to handle the dependency's as you can see in the image the red outlined slots are dependency slots.
                    Ah! I thought I could use the normal grid, rather than the uniform. I think that is too much work for me haha!

                    Comment


                      Originally posted by Abstracted View Post

                      Ah! I thought I could use the normal grid, rather than the uniform. I think that is too much work for me haha!
                      Give it ago i say just back up your project as you be hacking things up .

                      Comment


                        Hi ! It seems to be an excellent system but I have a few questions if you don't mind.
                        I already have my UI template which doesn't look at all like your defaut UI, and I want to know if it's possible to modify your UI while keeping all the system you made (equip/drop etc.) ?
                        In my template I have the possibility to sort item by "Slot" like Helmet, Torso etc. Do you think it can be possible to create this system upon your own without running into conflicts ?

                        Also I already have a project and I have read that it doesn't really work out of the box. You have a video on how to migrate it in a project, but I fear it might be a bit outdated. Is this process still necessary ?

                        Thanks !

                        Comment


                          Hi! Thanks for an amazing toolkit. I've learned a lot from reading through the blueprints, especially with how UI works in Unreal since I haven't worked a lot with that before.

                          I have one question though, for MainHand and OffHand. From what I understand the socket you create is attached to a bone, but the rig and character I have created does not have a pawn bone (easily fixed of course, not too many animations I have to reimport and fix yet). I've added the socket to the middle finger instead, but the weapon is outside of the hand. Even if I move the socket to to his pawn, the weapon is still added to his middle finger outside of his hand.

                          Is it possible to actually spawn the weapon equipped at the location I've put the socket in (relative location), rather than the original location the socket is created at?

                          Comment


                            Still having line trace issues, often have to click 2-3 times before items are picked up. Anyone else experiencing this or a better approach? (Using 4.16 version)
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                            Comment


                              Originally posted by unit23 View Post
                              Still having line trace issues, often have to click 2-3 times before items are picked up. Anyone else experiencing this or a better approach? (Using 4.16 version)
                              I have the same issue, not sure if it's a problem in UE4 right now since a lot of UE games have this.

                              Comment


                                Hey guys. Can anyone tell me the best\easiest way to implement weapon firing with the ARPG system? Not really sure how I'd set it up. Like I know how to set up animations and all that, and I already have a ballistics system, I'm just not sure how I'd get the weapon to actually fire.
                                Last edited by mcgannryan; 10-09-2017, 04:35 PM.

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