lucoiso / ueelementusinventory Goto Github PK
View Code? Open in Web Editor NEWUnreal Engine plugin that provides a Data-Driven Inventory & Items system.
License: MIT License
Unreal Engine plugin that provides a Data-Driven Inventory & Items system.
License: MIT License
The current documentation is not so good, which makes it difficult to adapt to the use of the plugin.
Add better explanations and examples about configuring and using the plugin.
On this line:
replace
UAssetEditorSubsystem* const AssetEditorSubsystem = NewObject<UAssetEditorSubsystem>();
with
UAssetEditorSubsystem* const AssetEditorSubsystem = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>();
In functions GetItemsFrom_Implementation and GiveItemsTo_Implementation, in loop:
Algo::CopyIf(Items, TradeableItems, [this, &OtherInventory](const FElementusItemInfo& Item)
If we give array which exceeds the other inventory max weight, trade still succeeds. I made an simple fix that it updates current weight constantly in loop, so CanGiveItem and CanReceiveItem-methods check weight correctly, but I think it is not the best solution.
Functionality isn't occurring as expected.
Changes:
Hello, I would like to know how I can create weapons with additional random stats.
I have a base object that stores information about the weapon mesh and its effects (very similar to the one you have in the example).
But I also want each weapon in the inventory to have 1-2 additional bonuses that are generated when an item spawns in the world (from enemies or from chests). How can I create and store such information in the inventory?
(the value of the stats and what kind of stats are taken randomly from the table)
Also, I customize plugin by my own - change class name and item data (by adding item rarity). If I update plugin to last version all my changes will be missed.
It`s possible to create the ability to customize the names of item classes? And Item class name will display as Primary Type
Hello, the problem is described in the picture.
Is it possible to implement the option to resize the Inventory Component Array with empty slots? I don't know if this is a plugin problem or a similar task can be solved already, but I don't understand the functionality of the plugin and how it works to do it
Please continue to update this as UE evolves. 5.3.1 is now out. thank you
Include headers if IRIS is enabled && if necessary:
#if UE_WITH_IRIS
#include "Iris/ReplicationSystem/ReplicationFragmentUtil.h"
#endif // UE_WITH_IRIS
Register the fragments:
#if UE_WITH_IRIS
void OWNINGCLASS::RegisterReplicationFragments(UE::Net::FFragmentRegistrationContext& Context, UE::Net::EFragmentRegistrationFlags RegistrationFlags)
{
Super::RegisterReplicationFragments(Context, RegistrationFlags);
// Build descriptors and allocate PropertyReplicationFragments for this object
UE::Net::FReplicationFragmentUtil::CreateAndRegisterFragmentsForObject(this, Context, RegistrationFlags);
}
#endif // UE_WITH_IRIS
Add support in .Build.cs:
SetupIrisSupport(Target);
Include the new macro in source files.
// Used to inline generated cpp files from UObject headers
#define UE_INLINE_STRINGIFY(name) #name
#if UE_DISABLE_INLINE_GEN_CPP
#define UE_INLINE_GENERATED_CPP_BY_NAME(name) UE_INLINE_STRINGIFY(CoreTypes.h)
#else
#define UE_INLINE_GENERATED_CPP_BY_NAME(name) UE_INLINE_STRINGIFY(name.gen.cpp)
#endif
Thanks to Harry Kent for this idea! :)
So i was trying out the plugin today and it was working great. However after a restart of the editor nodes got removed and all my bp broke.
I also redid all the graphing and it was working fine again until another restart of the editor which broke it again. There is a screen of the compiler issues.
This is the error message on restart
The following member variables in blueprint 'WidgetBlueprint /Game/InventoryDemo/Widgets/WB_Inventory_ListItem.WB_Inventory_ListItem' have invalid type. Would you like to remove them?
Item Info
and the compiler errors:
Improve the readability of the new properties adding identification by key: Metadatas & Relations
The code is currently disorganized.
As it's an editor module with small code pieces, there's no need to focus on POO concepts. I'll organize the code to try improve the readability, modularity and reduce compilation impacts, also trying to find a way to turn better/easier to customize.
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