Oh wow, I've looked through most of the tutorial videos, and I must say that I am surprised that I find creating an inventory the hardest thing they've explained so far. I am so confused right now xD
@farkasvilkas58396 жыл бұрын
yes...
@shivamrawat57726 жыл бұрын
there's a problem in these videos everything is so planned and systematic that it is becoming very hard to grasp on one go...for example you promoted the variable inventory slot clicked but only later when using the on clicked button we realise that whats the use of that variable...
@family_in_China7 жыл бұрын
28:47 Did i mist? When did you create CharacterReference??
@PerFeldvoss5 жыл бұрын
When you got one forEach already - and the index is the same - then you should be able to do the assign button was clicked, via the length_branch? (20:00) It would only requre that you can refer to the array as you do in the first place. (point beeing that the 2nd forloop is not needed).
@emmicd117 жыл бұрын
at 15:00, arrays are zero-based, meaning they start at the element 0 not 1. He is using length when he should've used the last index node that can be created by dragging off the inventory array and searching for last index. You can use the != integer node to check if the foreach loop's index is not equal to the last index of the inventory array
@kylewindsor1996 жыл бұрын
I feel like this one video could be several hour long lectures at any university. Not saying it's bad, just that if you're coming from a beginner/intermediate background with blueprints a lot of things are glossed over or explained much faster than is beneficial.
@supremedeity90037 жыл бұрын
i get two options for "get" i have a get (ref) and Get (copy)
@ShaneMadeArt Жыл бұрын
This went HARD compared to the previous episodes!
@0u73rh34v3n5 жыл бұрын
Question: How would you make an array of buttons if buttons are dynamically generated? E.g. If you had a grid of buttons that are created dynamically (could be 3 - 5 buttons), how would you store references to them in an array? Been trying to solve this for a while now. Thanks in advance!
@WaffleWaffles Жыл бұрын
Yes I found the video explained a lot about basics like UI layout, but skipped over the part we're all here for, which is the events, and how to send which button to where from where
@ramirolinares23769 жыл бұрын
at 20:07, if it doesn't appear "Assign Button was clicked", you must uncheck "context sensitive" and search it. (version 4.9.2)
@Tiogar607 жыл бұрын
If you double click on a line in will create a little point that you can move around and split to make other nodes. Very handy
@noinoinoi20957 ай бұрын
I feel like the pickup function tutorial should have come before this tutorial since most of the function here relies on the player can picking up the item, storing them in the inventory array and displaying them in the menu. I think that's what's confusing a lot of people here. Still, the tutorial itself holds up even in UE5 so hats off.
@preflopstore97184 жыл бұрын
This was a tough one to follow, I'll need to re-watch it a few more times to comprehend what's going on, other than that Im loving this series!
@WaffleWaffles Жыл бұрын
I felt the key parts about events and bindings were not explained well
@kinno14k4 жыл бұрын
When I click an item in my inventory the action menu won't appear . Also this pop up when exiting play mode: The widget "PickupText_C" was already added to the screen. Please help me!
@joegames44135 жыл бұрын
if you are having trouble with the inventory struct this video will help: kzbin.info/www/bejne/qnWWlXyGrdl_sKM 16:45 is about the time he starts working on the struct. hope this helps!
@joegames44135 жыл бұрын
it also works for the interface issue
@aturnfor69692 жыл бұрын
9:16 I Can't find Inventory Struct. Please help me :((
@XakuyakuWaku2 жыл бұрын
Inventory Struct is a user created blueprint that was created in a previous video.
@aturnfor69692 жыл бұрын
@@XakuyakuWaku Ok! Thanks so much ^^
@weebhunter6945 жыл бұрын
20:00 I think 4.22 breaks this blueprint, as it won't let me assign the array element to the Bind to ButtonWasClicked. Please help, I spent hours on this.
@CrieGamesDoZero5 жыл бұрын
if it doesn't appear "Assign Button was clicked", you must uncheck "context sensitive" and search it
@weebhunter6945 жыл бұрын
Prof Marcos Pacheco Okay I’ll give it a try, thanks.
@anuraikar56114 жыл бұрын
Why was it necessary to use DoOnce & Forloop before assigning it to ButtonWasClicked at time 20:00 of this video.
@kalarlapastos48247 жыл бұрын
For People who c'ant find break inventory struct make sure that YOUR VARIABLE TYPE IS NOT SET TO "INVENTORY SLOT" but it has to be the type of structure that you create in the video 2 ! And also go to your structure and change the variable type ImageItem from Texture2D to an Image Type To connect it without problems with PickUpImage ! sorry for my bad english i am french :p
@matiasvlevi66477 жыл бұрын
how do i do whit the PickUpImage i dont understand
@그랑죠-i1j6 жыл бұрын
Thank you!! i knew that i haven't name my struct to Inventory like video! :)
@ika6776 жыл бұрын
the problem is inventory has 2 type, structure and object lol
@blindeyegames11516 жыл бұрын
When you say "YOUR VARIABLE TYPE", which variable are you referring to? (I'm having this issue now)
@blindeyegames11516 жыл бұрын
Nevermind, got it
@llll-qz9kr4 жыл бұрын
notes: (timething: 9:38 - 11:00) inventory struct would not go in le "hud", but perhaps in ze "player controller" - "character" would be bat, cuz "character" dies, but "controller" perzists (create the reference to the inv struct in hud, on huds event construct (is goodform?))
@llll-qz9kr4 жыл бұрын
much love for these structuring notes and comments, remember doing tuts with everything happening in the level blueprint as if everything's all fine and dandy LULW
@RuxxSilver8 жыл бұрын
Could someone explain to me Why do we have to bind all the buttons with the refresh script?
@PerFeldvoss5 жыл бұрын
Very basically (a comment on 10:30 - and to make a focus on the class-design...) ; you would rather want an 'Actor-class', holding an Container (arry of inventory of slots) - then the first would be your cloth (what you wear ) and one for held/usable items… and you would have one for 'other Container-variants like bags, backpacks, chests… possibly all objects/items could hold something. (Say a stone could hold moss, or some gem, and it could possebly be turned into rubble/components!) Also you would want to have your health/mood/energy on the Actor - so for your AIActor can be inspect These.. Further there would be a distinction between Live actors and objects, say "can be destructed" could be dependent to "health"… while mood would be distinct to Characters (perhaps Pawns, i did not yet "get" the full concept/relations/class-hierarchy of actor/pawn/character) Getting the actor-class hierarchy is key to enable more advanced options… but I think UR4 will allow you to fix this as you go along. Using generic vs specific functions and names are however crucial to keeping these options open…
@beattee96756 жыл бұрын
27:01 Where is "itemDrop"? my nod has only "target". Please tell me somebody!!!
@rokiidokiloki18535 жыл бұрын
Look at setting up the ActionInterface. You add it as an input of type 'Actor Reference'.
@lukafox79074 жыл бұрын
@@rokiidokiloki1853 "Hello, you absolute legend" Karl Jobst. (Thank you!)
@avian9802 жыл бұрын
What about if the item is a key and so it can not be used except in front of a door?, meaning if the player tried to use it, it will not work except with a certain door. as of now any use will make the item discard due to the remove index node.
@carpgianedossantos70017 жыл бұрын
Can't connect 'Item' from 'Break Inventory Struct' to 'Pickup Image' in 'Set' . Have read some of the comments here which say to make sure that Inventory Structure is set to Texture 2d but when I do that I can't the Inventory to the 'Get' or 'Length'.
@blindeyegames11516 жыл бұрын
Hi! I know this is old, but to get to the "Break Inventory Struct" node, go to wherever you decided to create your Inventory Array, and change its variable type to "Inventory Struct" (or whatever you chose to name your struct)
@digitaldruglord68886 жыл бұрын
@@blindeyegames1151 im having issues still and dont understand, the inventory array is there, its already named inventory struct and its blue, but I cant connect it to set pick up image
@blindeyegames11516 жыл бұрын
@@digitaldruglord6888 hey! I'm not at my computer right now, so I'll try to tell you from memory haha. I'll check tonight though, and if I say anything wrong, I'll correct it in another comment. So here's a few things you can check. First, go to your InventoryStruct blueprint and make sure the "type" of the item image node is set to "Texture 2D". Then go to your pickup image variable and ensure that the "type" is also set to "Texture 2D". (These two things have to be the same type in order to connect them.) If you're able to Break Inventory Struct, you should be able to connect them. If that still doesn't work for you, let me know!
@digitaldruglord68886 жыл бұрын
@@blindeyegames1151 I cant go from each loop --> Array element into set pick up image. its at 17:33
@blindeyegames11516 жыл бұрын
@@digitaldruglord6888 hmm....make sure that your node from Array Element is going into the Target node, NOT the Pickup Image node (as the Array Element is of type "Struct," not a Texture 2D). If your Inventory Array is type "Struct", and your Item Image IN your struct is type "Texture 2D", and your Pickup Image is type "Texture 2D", you should be able to plug in everything....double check all of those types. 99 times out of 100, if you can't connect two nodes, it's because of a "type" issue. If you still can't get it, and want me to assist you further, I'd need to see some visuals. If you want, you can send some screenshots of your blueprints to blindeyegames.aaron@gmail.com, or if Instagram is easier for you, you can message me there with some screenshots @blindeyegames
@Stray08 жыл бұрын
I, occasionally, drift away into my thoughts because I get some crazy game ideas. I wanna realize my ideas!
@김하준-w4o5 жыл бұрын
Isn't it just possible to add an entire inventory slot itself instead of changing textures and modifying its behavior? I found using event dispatchers useless in this case.
@趙超8 жыл бұрын
i am using ue 4.11 and i find that when UMG item is invisible the tick event will not fire, so when this pickup item is set to invisible the route which set visible will not be invoked. is this a bug or designed to be?(FYI: if i set item to invisible after event construct , tick event fires does not fire either)
@mrneighbor1334 жыл бұрын
IM USING 4.24 AND IT WONT LET ME CHANGE VARIABLE TO INVENTORY STRUCT
@rh72016 жыл бұрын
I am using version 4.20.1, somehow ButtonWasClicked_Event_0 custom event not auto popped out after assign Button Was Clicked. Anyone having same result, please go to Inventory Slot UMG and compile it again. Now the custom event appears and connected as in the video.
@dugguh74835 жыл бұрын
didn't help (
@machineoftheabsurd4 жыл бұрын
Awesome tutorial, thanks! I do have a problem, though. I tried to implement this tutorial for my third person game and my drop items don't work correctly: I have my DropLocation set up correctly and I have my Drop Items script all good ,but when I click the "Drop" in inventory the item disappears. I tried to tweak the locations etc but it still doesn't work. Can I get some help please
@guitarguymrb6 жыл бұрын
I cant find Action Complete
@Joel-bg3cf2 жыл бұрын
Anyone successfully add more than five items to their inventory? I added the slots and even added to the array in the event graph, but it seems stuck at 5 items
@gabe6879 жыл бұрын
I don't get how the Inventory Slot Clicked Variable, is getting set to a different value. It's getting a variable from the inventory slot, that was set to 0 by default. Somehow, running it through the loop with Bind Event is making that change to match the button index? How?
@tamasmaar53729 жыл бұрын
+gabe _ In case you haven't figured it out by yourself yet, here is how. In the "InventorySlot" widget there is an integer variable called "Inventory Slot", with a default value of 0. Inside the "GameHUD" widget we added to the Uniform Grid Panel five of these slots from the User Created section, then in the Details panel under "Default" there is the option to set the value of "Inventory Slot", so the index of the slot, which we did by following the video when we set up the slots' coloumn and their index. Hope it was helpful
@gabe6879 жыл бұрын
+Tamás Maár Okay I see now, it makes total sense, thanks for the reply!
@tamasmaar53729 жыл бұрын
gabe _ Glad I could help
@OinkOinkOinkOink8 жыл бұрын
+Tamás Maár thank alot !!!
@Ppyakppyak2 жыл бұрын
@@tamasmaar5372 정말 정말 감사합니다!!!
@samej3948 жыл бұрын
Awesome tutorial! But after the item is picked up, pressing "I" doesn't bring up my inventory anymore. What did I do wrong?
@sharonbroer83986 жыл бұрын
I'm dealing with this problem right now... Did you find a solution?
@venobf6 жыл бұрын
Where is CharacterReference? Please tell me!!
@i5gamer4046 жыл бұрын
リンタ ちゃんねる you can see Event Construct script and See nod Cast To FirstpersonCharater promote to var.. As third Person Character.. In GAME HUD BLUEPRINT
@RoseyLegs6 жыл бұрын
were is this? 16:38
@blindeyegames11516 жыл бұрын
Hi! I know this is old, but to get to the "Break Inventory Struct" node, go to wherever you decided to create your Inventory Array, and change its variable type to "Inventory Struct" (or whatever you chose to name your struct)
@mrslinivka72166 жыл бұрын
I did everything step by step, but i can´t find and select Break Inventory Struct. Could you help me please someone?
@blindeyegames11516 жыл бұрын
Hi! I know this is old, but to get to the "Break Inventory Struct" node, go to wherever you decided to create your Inventory Array, and change its variable type to "Inventory Struct" (or whatever you chose to name your struct)
@Deadtuna1198 жыл бұрын
I am unable to connect Pickup image set to item image break inventory struct
@Kiadaw778 жыл бұрын
You have to drag Inventory (get) to the graph area, connect it to Get, from Get pull & select breakInventoryStruct, then connect breakInventoryStruct to PickupImage. Also check both are Texture 2D references. You cannot directly connect them if they are different data type.
@litsabberdudeguy40107 жыл бұрын
I can't find Break Inventory Struct as a node I can add. I am using 4.15.3, does anyone know why?
@mrslinivka72166 жыл бұрын
Me to :/
@nairuzatv24514 жыл бұрын
Me too, can you tell us what to do @Unreal Engine ?
weird annoying technical whine: the megadeth track Im playin in another tab, ye? I can slide the volume from 0-10 and its like almost louder than this is at 100 :/ (bonus whine: Im playing these at 2x speed and still getting bored - might be on me tho xD)
@sherco61733 жыл бұрын
4.26에 inventory structure 없어 응애
@Juckpae3 жыл бұрын
ㅋㅋㅋㅋㅋㅋㅋ ㄹㅇ
@supremedeity90037 жыл бұрын
I dont have Inventory Struct
@avakodev6 жыл бұрын
me too!
@i5gamer4046 жыл бұрын
Want to Make a Inventory Struct see 2nd video
@rifat.ahammed2 жыл бұрын
Thank You
@four2nothin7 жыл бұрын
Anyone having the issue where the item doesn't spawn out after dropping from the inventory, in the HUD BP, for the target on "Drop Action", instead of character reference choose "Get Player Character" . At least that's how I fixed it.
@AtomDellow7 жыл бұрын
Had the same problem. The SlotClicked variable needs to match up with your index. Check to make sure you have the interaction interface added in the class settings, and that it drops an actor, not a mesh.
@阪本制药Ай бұрын
It feels terrible. The sound is a little uncomfortable to listen to, and I can't learn anything.😅
@ika6776 жыл бұрын
i know its hard guys keep trying
@wayatvideos21423 жыл бұрын
23:30 (for later)
@mattgiordano82186 жыл бұрын
This tutorial series is horribly structured. The audience scope seems very inconsistent. The instructor will spend 5 minutes explaining a simple, straightforward variable, and then go on to blaze through the most complicated graph in the tutorial in under 2 minutes. I'm very disappointed with this series, I'd rather Epic simply pulled it from the channel.
@aysikl9 жыл бұрын
random advice / note from .. well me.. lol : google "inventory game" and flip to pictures... same with doom, unreal, quake, wolf3d, cod and bf... note the fps tend to be uber minimal with inventory - altho there are plenty of fps with 'extra' fancy abilities and gear/items.. Zerdo and rpgs (final fantasy fx) get crazy with items and inventory, megaman just has the weapons (and rush but he's a 'weapon' (type) too so..). Some just have it all as part of standard onscreen ui - usually when you dont have more stuff than buttons that you can press, usually 2-6 thingies, but with twists where you can change the items from an inventory menu or by megaman-like l-r flipping thru available items for a given slot/button that may have gotten a bit repetitive at the end and .. stuff.. but a quicknote I thought worth sharing :)
@aysikl9 жыл бұрын
ScorpyX yes the list of examples goes on that's why u google and look at pictures instead of reading a list that doesn't get you enough info kappa
@aysikl9 жыл бұрын
also if you could bother, notice the use of the word TEND uses of *seem* like instead of *is* or *are* might be noteworthy as well if I remembered that..
@MackMickHD6 жыл бұрын
I cant plug the "ForEachLoop" into "Bind Event to ButtonWasClicked" like he does at 20:07 , my "array element" from the foreachloop is a darker blue and im guessing this is the problem, does anyone know how to fix it?