hi, i solve the problem of getting all the hotbar fill with one item, the problem is that he changed the "copy fererence" to a "find item" with not mencioning, u can see at min 9:50
@RedCat_Noodle4 ай бұрын
Thank you, that fixt it! Hope Ryan will update this in the future
@Someone-mm3jl3 ай бұрын
Much appreciated!
@TheSebledingue Жыл бұрын
Thanks. There is a bug with the first slot in the player's inventory. I think you have to reset the index of the first slot somewhere in the code. Wait to see more
@JAYDEGARROW11 ай бұрын
implement a crafting station! can't seem to figure out how to switch between active inventory
@GrumpyMunkyGameDesign7 ай бұрын
1:10 ahhh thats why it looked like it worked, that makes sense. Explains why i was dragging out stone and it was dropping apples lol! Also, 6:43, this is EXACTLY why i mentioned in the comments of the other video to store your save slot names as variables in the game instance!! Instead of rummaging through all your blueprints like this you can simply pull the variable from the game instance, we already cast to it so just pull off and call your save slot name string variable and plug it in! EASY! :D Also I might be an idiot here, but wouldnt it make more sense to save the hotbar AFTER running the for loop at 7:40? Cos your saving the state of the hotbar... THEN altering the index values? So its saving the OLD hotbar indexes surely? Im not finished with the video yet, but just for my own sanity im gonna add the save hotbar to the completed pin of the for loop because im either pre empting a bug fix later on in this vid or the next, or im not understanding something there, another change i made was on the loading, instead of keeping the index array as a local variable i made it a standard one, and just loaded the array from the save data into that on construct, and then just get and set the indexes from that, not really much of a change just keeps node count down. I KNEW IT (just got to the bit where u did exactly that!) Also, when setting up the slots for the hotbar, instead of using the 8 nodes each time, and make array, I did it on construct and saved the hotbar slot references as an array, that way when you populate the local content integer array, you can use 'set array elem' and feed it the index from the for loop from the slots as the index to set, and the inventory index as the value, it doesnt change anything, just i dont like using 'add' cos one slip of the finger and all of a sudden you are adding extra array elements, this way you ALWAYS know for CERTAIN, which index of the array you are targetting and it cant bug out and add new ones accidentally (not that it should, but you know, measure twice cut once etc...) plus looks a bit neater with the one array node instead of 8 individual references and a make array node each time. Just got to the part of the video that totally validated by previous comment! Ya love to see it! Another modification i made was to call up the inventory component and just call the save inventory function already in use, idk why we are writing out the save function needlessly again in the hotbar widget? Makes no sense to me when we went out of our way to specifically create a save function inside the inventory component! just thought i would share just in case it helps someone out!
@studiobaxter1242 Жыл бұрын
Edit: I had a problem with my hotbar filling every slot when I first picked up an item, but setting every array element to -1 in the savegame hotbar content variable, solved it.
@rene9844 Жыл бұрын
I have the Problem too, but when I set the hotbarcontent in savedata_playerdata its just renoviert the First one. The other 9 are still Standings standing there. Did I remove to -1 anyone Else?
@studiobaxter1242 Жыл бұрын
@@rene9844 Did you set every slot/index individually? I mean, did you add 8 separate indexes in the details panel, starting with 0 and set them all to -1?
@rene9844 Жыл бұрын
@@studiobaxter1242hmm I dont know, but its still not working. I forgot to set the content Index to -1 to all oft my hotbar slots but its the same problem. Or did you mean anything Else? Maybe I should wait for the next part. Maybe he fixing that problem
@studiobaxter1242 Жыл бұрын
@@rene9844 I'm pretty much a beginner so I can't help more sorry.
@rene9844 Жыл бұрын
@@studiobaxter1242no problem🙂
@marcbulthuis9118 Жыл бұрын
You are amazing, thanks so much! Before adding the hotbar: when dropping multiple items (instead of dropping a container), only one item is saved into the world, not multiple. So it seems the quantity needs to be taken into account when dropping items. How to do that? Thanks!
@Isaacrl6711 ай бұрын
I went through the entire series 3 times to be sure I didn't miss anything, but it still doesn't work correctly. I am starting to think this is not compatible with 5.3.2. Issues include: Inventory on client is erased on exit/load, but the icon for the 1st item fills the hotbar. drag and drop onto hotbar results in item being dropped to ground Only the most recent item sack on the ground is saved, but on load it appears empty. Starting contents of chests do not work and instead appear empty.
@ninoo170311 ай бұрын
Having the same issues, hopefully a fix video comes along soon!
@jakespencer9179 ай бұрын
am doing this on 5.3.2. It is fully compatible.
@Vesperse4 ай бұрын
@@jakespencer917 same
@oops2179Ай бұрын
@@Vesperse yes if you do exactly the same in the video, if you try others test case, they fail. It's like he didn't do large-scale test run
@oops2179Ай бұрын
also if u manage to edit code to fix, later tutorial create more bugs and stack on us LOL
@oostenmusic Жыл бұрын
Great series, extremely helpful! Could you please make a video about fixing the bugs within the inventory system, such as not being able to leave the inventory if clicked off, unless you click on the inventory? Once you use the action menu you're unable to leave the inventory unless you click on the inventory as well.
@saintlydemonic Жыл бұрын
You just change the Canvas Panel to visible
@oostenmusic Жыл бұрын
@@saintlydemonic if you change the canvas to visible youre no longer able to interact with the hotbar
@Nesiex9 ай бұрын
you're amazing ty@@saintlydemonic
@GrumpyMunkyGameDesign7 ай бұрын
have a mouse over event in your inventory so when the mouse reenters the window it sets the focus back to the inventory. YW
@AdamWagner-s2l Жыл бұрын
I found an issue with the use button in the button menu. I can click on it even when the selected item has already disappeared. And its effect persists with subsequent clicks. How can this be fixed?
@Wesker17136 ай бұрын
You probably solved it already but if someone else wish to fix this bug here's how you do it: - Go to "inventory system" blueprint - Find "Server consume item" custom event inside the event graph - Select it and add an input variable on the right side. Name it quantity and set it to integer (single) - go to the "ConsumeItem" Function inside the "inventory system" - find "Server Consume Item" here and plug your "local quantity" into the "quantity" pin - Go back to the event graph and find "Server consume item" - drag from quantity pin and add a "greater" node. set it to 0 - from the greater node result drag a pin and add a branch - put the branch between the "Server consume item" and the "spawn actor" If you did it right, this will check if you have at least one item in your inventory every time you press "Use", and prevents you from consuming items that no longer exist.
@bellarose6310 Жыл бұрын
I am having the same issues as others... when you go to pick up your first item, the entire hotbar automatically gets filled out and is like automatically copying the 1st slot of your inventory
@Darthshepius11 ай бұрын
Did you remove the default image from the W_Hotbarslot Default values? It should be default "None" instead of Apple which was used earlier in the tutorial.
@the_rott069410 ай бұрын
@@Darthshepius i have same issue and it's same to me this happens after a save without the saving system this work fine (i have unplug it for test)
@jakespencer9179 ай бұрын
make sure the default index values are set to -1 (this will cause this in a few areas) and make sure to change the "Get" node to a "find" as he did in the video, it goes unmentioned however.
@AnneCecillia7 ай бұрын
video timestamp -> 9:50
@GrumpyMunkyGameDesign7 ай бұрын
@@jakespencer917 You are a sexy beast and a life saver too! I dropped a comment with a tonne of helpful info too if anyone else is getting stuck, mostly its just code optimization stuff but ya never know!
@TundraTheLootGoblin Жыл бұрын
Having the same issue with others where if in first inventory slot it copies to the entire hotbar and if I move from one spot in the inventory it removes it from the hotbar can you post a fix for both of these please
@bellarose6310 Жыл бұрын
Unless you have some other issue... what you can do is open up your Player Save Data and click on the Hotbar Content array variable... On the Right Hand side when you see "Details" there is a section called "Default Value". Fill that with 8 indices (or how many slots you have on your hotbar) and set all of them to -1. Compile and Save.
@TundraTheLootGoblin Жыл бұрын
@@bellarose6310 awesome thankyou
@etiennekiefer3585 Жыл бұрын
Hey Tundra, that solves exactly the "all hotbar slots are snyched with "1" but in my case, the bug that if you put an element in the hotbar and you move it then in the inventory into another slot it dissapears from the hotbar. if you move it back to the previous slot, it appears again in the hotbar. any ideas?
@jtlimmax19818 ай бұрын
@@bellarose6310 It works well. Thanks a lot :)
@josephsnyder5713 Жыл бұрын
has stack splitting been implemented yet? I have this series partially finished and i stopped, but I'd like to see stack splitting please!
@jakespencer9179 ай бұрын
stack splitting should be pretty easy to implement. I might attempt it if he doesn't/
@reisval3511 ай бұрын
Can you please do a bug fixes video ? Thank you very much for the content. It helps a lot.
@reisval358 ай бұрын
@darrenj.griffiths9507I agree i already gave up on this series 💀
@reisval358 ай бұрын
@darrenj.griffiths9507 I think he does this on purpose so people can buy his patreon lessons .
@reisval358 ай бұрын
@darrenj.griffiths9507 yeaahh 😮💨😮💨😮💨
@meteryx13614 ай бұрын
@@reisval35 The Patreon lessons are the same as here just relasing a bit before the youtube lessons
@meteryx13614 ай бұрын
@darrenj.griffiths9507 Most of the Bugs that are in the system are either because people forget to hook something up or dont pay enough attention, but of course most things are easy to resolve with a bit of own work. The Tutorial Series teach you approaches that you can use and can learn from instead of just using them and habve a finished game. You need to put a bit work of your own into it ^^
@hashimshah7732 Жыл бұрын
Can you please make a complete series on third person shooter in unreal Engine 5. I don't care if videos are gonna be hours long I'll watch the whole videos. I wannna learn third person shooter
@shayaanali44445 ай бұрын
Hey guys I just finished the video and it was an amazing tutorial. However, I was wondering if anyone knows how to connect your hotbar to the first 8 slots in your inventory. If so please let me know
@Babapuro-ds3dp Жыл бұрын
pls make sword for inv like press 1 and sword come to your hand like item using
@GrumpyMunkyGameDesign7 ай бұрын
On key press > Spawn actor from class (sword) > Attach to actor > Socket hand. Obviously you would add checks and balances in there to make sure player doesnt have the sword equipped already etc, but this is pretty basic stuff tbf
@mohammadumar87845 ай бұрын
i am having issue that if i drag item from hot bar from 1 slot to another slot it does not disappaer from previous slot
@Tegurd11 ай бұрын
Hi Ryan! Fantastic tutorial as usual! I've found a bug in the system that I don't know if it's something I did or something with how it's set up. Basically if you right click a couple of times to bring up the menu, then drag the item to another slot, the drop down menu wont go away.
@oops2179Ай бұрын
Don't be upset if you got bug between drag n drop vs hotbar. Everything here is one-way only, starting from inventory as the name of series 😂
@GES1985 Жыл бұрын
Should make a layered hotbar. Like, put your sword on hotkey 1, or left bumper and up on the joystick (whatever). But you can put a dagger in hotkey 1 too, and access it by pressing 1 then 2 or, left bump then up then up+right(quickly) basically creating sets. And if you want your sword you would double tap 1, or lb + up + up. Single hotkey1 or lb + up would just be "last used" from the set. It sounds complicated in a youtube comment, but double tapping a hotkey or double tapping the controller direction is easy as heck, and would make an amazing hotkey system
@GES1985 Жыл бұрын
I like to play on controller, and it works better there, because hotkeys are associated with holding a bumper, and then using the stick+direction, but on keyboard you don't have to hold shift or whatever to hit 1 or 2, so it's harder for keyboard without adding a hold-shift or whatever function. You'd maybe have a timer/delay associated to the hotkey press to tell it that if a second number is pressed within the quick time frame, they are associated together, not seperate requests (1 and 2 being separate base hotkeys, but useable as a quick 1-2)
@kcatholywater7134Ай бұрын
Ok we have a hot bar system, but how to use it?
@cedricfr70473 ай бұрын
Hi, maybe i'm doing something wrong ... 2 problems here : i have the hotbar replicated replicated on my server side AND it seems that my items are linked to the first row (8 slots) of my inventory. Anyone having the same issue ? If i'm starting to drag it slot 9 (1st place row2), it won't be saved/loaded. Any idea ? thank's
@jakespencer9179 ай бұрын
For the first time I actually have a big I can not figure out the cause; when i load a game after setting my hot bars. they load blank, except slot 1 auto loads to first item in my inventory. If i set them this time, and reload they are filled as they should be. It is almost like that first save isn't actually capturing the save. Further testing actually showed it is not reading slot 1 in my inventory, it starts at slot 2. Unless I move items around first. I am pretty sure something about the array is not building correctly. They will load correctly if I DO NOT set hotbar slot 1 to an item, and do not go past hot bar 4. This is weird.
@GrumpyMunkyGameDesign7 ай бұрын
You ever find the fix for this? I fixed the flooding the hotbar issue on first pick up, but im running into that issue where moving items in and out of slot 2 in my inventory alters the hotbar one slot???
@GrumpyMunkyGameDesign7 ай бұрын
ive actually made some progress, so basically whats happening is when you move an item onto your hot bar it 'remembers' which slot in your inventory it CAME FROM, its not just slot 1 or 2 its EVERY SLOT! So drag from slot 8 of ur inventory into slot 1 of ur hot bar, now whatever u drag into slot 8 swaps with whats in hotbar, same if you move the contents of slot 8 OUT of slot 8 into another slot, however, the hotbar remembers that slot so whatever u now put into that slot, it mimics to the slot on the hotbar! My fix? DONT FIX IT!! I Seperated the top row of my inventory and labelled them quick slots, so i manually set them all up (filled the first 8 with items, then dragged each item to the corresponding hot bar button) So now whenever a player puts an item into those slots it mimics it into the hotbar! So i made the entire hot bar not hit testable and rather than drag to the hot bar, your hot bar is now essentially the first row of your inventory, not Elegant, but it takes a bug and makes it useful, best i could do til we figure out the real issue.
@Monke-vf1oj Жыл бұрын
I can't seem to fix the items filling all my hotbars. Any ideas?
@bellarose6310 Жыл бұрын
Unless you have some other issue... what you can do is open up your Player Save Data and click on the Hotbar Content array variable... On the Right Hand side when you see "Details" there is a section called "Default Value". Fill that with 8 indices (or how many slots you have on your hotbar) and set all of them to -1. Compile and Save.
@AnneCecillia7 ай бұрын
this works
@Strixluca Жыл бұрын
Bro i go to make a survival game online you tutorial is for multiplayer or only singleplayer
@the_rott069410 ай бұрын
work perfect in single mode but for multi nothing was saved :( can we have the save & load tuto for multiplayer please ?
@RyanLaley10 ай бұрын
You don't need to save the hot bar for multiplayer as only you, the client, can see it
@the_rott069410 ай бұрын
@@RyanLaley yes this is true but i speaked about inventory for chest or lootbag for exemple or i think this 2 need to be replicated no ? this make a trouble on the save and it seem to destroy the inventory and hotbar save where this should be not replicated ( correct if im wrong please )but in order should be: - inventory & hotbar -> not replicated - chest & lootbag -> replicated right ?
@DEM1GOD7 Жыл бұрын
ah i see a lot of CASTS. carefully not to use it to much or you will get a chain going. sure someone like you knows a lot about blueprint interface's how come you are not using them. maybe you already know that you are aware of where your cast are and prepared for a chain not to occur. still.. tho. A chain could happen by mistake best not to use them.
@JAYDEGARROW Жыл бұрын
i thought the same. i believe this is why my BPs are crashing. I cant even open my player controller without my whole thing crashing. i feel like its because of the casting
@Tegurd11 ай бұрын
@@JAYDEGARROW Thats not how casting works. Casting creates dependencies but the inventory system is such a small amount of data that it's not gonna matter. Casts aren't performance heavy in and of themselves.
@jakespencer9179 ай бұрын
@@JAYDEGARROW it isn't.
@GrumpyMunkyGameDesign7 ай бұрын
if anyones bothered by casting, just do it once, store the variable and then pass the variable through by adding an input to whatever event ur calling and simply feed in the variable.