Unreal Engine 5 Tutorial - Inventory System Part 11: Container Inventory

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Ryan Laley

Ryan Laley

Күн бұрын

Пікірлер: 216
@louthinator
@louthinator 8 ай бұрын
I posted this on a previous tutorial but it needs to be said here too, on the OnKeyDown section, after the branch and before the remove from parent, add a "Cancel Drag Drop" node, it stops an issue where if you close the inventory while still dragging an item, it won't mean it's stuck on screen with your mouse cursor.. it also prevents a bug where you can grab an item from the container, close the UI without letting go of the item, run away, open the inventory, then click it into your inventory later, as you could understand in a multiplayer game that could be abused a lot :P
@f.e.creation7950
@f.e.creation7950 7 ай бұрын
Nice tip total underrated
@rubbakeys16k99
@rubbakeys16k99 5 ай бұрын
Nice!
@neversaydiegaming4868
@neversaydiegaming4868 5 ай бұрын
What part of the tutorial is that at? I just noticed the problem in my game. Edit: Nevermind found it its at 18:11
@WesleyWeaverPenumbra
@WesleyWeaverPenumbra 28 күн бұрын
For UE5.5 (or other advanced interact users) You can run the interaction off the "started" node instead of the "triggered" node. This means it only opens the inventory once when started instead of the entire time it's triggered. This helps keep it from opening more than one instance that you then can't close because it doesn't have focus.
@ramankarabko3659
@ramankarabko3659 18 күн бұрын
oh, i'm dumb, and don't get :(
@ramankarabko3659
@ramankarabko3659 18 күн бұрын
get it: in inventorySystem we have created IA for interaction, instead of wire it from Triggered, u can wire from Started; Second fix, is change IA asset from Down to Pressed (Down fires multiple events while key is down, pressed only initially fires ones)
@WesleyWeaverPenumbra
@WesleyWeaverPenumbra 28 күн бұрын
For third person if you're not getting the interact you can go into the inventory component, then to the interaction trace, then split the end pins on the trace and subtract from the z to make the trace look down a little. Tweak it with debug on to get the behavior you want.
@dustinsmith8341
@dustinsmith8341 Жыл бұрын
For everyone that cant get chest inventory to pop up. Check around 9:14. Make sure to add that inventory component and connect the node.
@HHondi
@HHondi Жыл бұрын
sory im a bit new to ue5, but how do i do that?
@kanebrady2228
@kanebrady2228 11 ай бұрын
sorry, what do you mean?
@neversaydiegaming4868
@neversaydiegaming4868 5 ай бұрын
THANKS!!
@gudakoccc2596
@gudakoccc2596 4 ай бұрын
Indeed, especially when use interface function with HUD(not widget), remember to add an input for inventory component, and link it where you call the function
@neversaydiegaming4868
@neversaydiegaming4868 5 ай бұрын
Yea I think an update broke this. at around 9:15 ish Get HUB doesn't connect to the Cast to player controller. EDIT! at 7:07 you don't need cast to player controller as its already being called by Event INteract with, Instead just add the Get hub and plug that into Show container and Event with. Also If you're having trouble finding "Show Container" Be sure to turn off context sensitive when right clicking on the vent graph
@Gonzo429
@Gonzo429 3 ай бұрын
Thank you so much I would of never found that myself
@ArmTheNub
@ArmTheNub 7 ай бұрын
Update for individuals who are having an issue with the inventory displaying multiple times or "Doesn't Close" when using the chest inventory on client side. If you are running 5.4+ with the new input system you have to set your input triggers to "Pressed" with an actuation set to 0.1 to fix it. This should flush out inputs so you don't have to toggle it in the "Input Only Mode"
@perroloco728
@perroloco728 7 ай бұрын
HEROOOOO
@Lalilonde
@Lalilonde 2 ай бұрын
Hi! I have that issue but i didn't understood how to fix :( I will be so grateful if you can write "steps" to complete, thank you so much!
@ArmTheNub
@ArmTheNub 2 ай бұрын
@@Lalilonde Unfortunately I don't think there is an easy way to explain a step by step, I am willing to assist via discord if there is something specific that may cause the issue
@limitspassed6602
@limitspassed6602 Ай бұрын
@@Lalilonde In the containerinventory widget the set input mode ui only has a flush input. You can click that to true and that will fix the issue. The other way is in the IA_Inventory enhanced input you might have you can set the input action to pressed with an actuation of 0.1.
@theshaderpilgrim6151
@theshaderpilgrim6151 2 ай бұрын
Til now this serie are very excellent !
@jrthedraconicking6493
@jrthedraconicking6493 Жыл бұрын
If your chest doesn't react to interaction and you cant figure out why please check that your reroute nodes are actually connected to target on Server_Interact! Hope this helps :]
@bmoore9025
@bmoore9025 6 ай бұрын
thank you
@NuhgitKyng
@NuhgitKyng Жыл бұрын
PROBLEM SOLVING!!! In this tutorial it does not show it on his screen, HOWEVER at 16:19 During construct, it has a boolean for me called flush input. i was having problem's where if i opened the chest on the server side, it seemed like it was opening many and i could not get it to dissapear.(It seem's i was correct) I ticked "Flush Input" on the "Set input mode UI only" and now my server side is able to succesfully open AND close the widget. (THANK GOD). However i do not know if this is a permanent solution, as i am an amateur. I hope this help's.
@vizorsnix
@vizorsnix Жыл бұрын
thank you! was scratching my head on this one for awhile. no idea how you figured it out but big thumbs up to you
@NuhgitKyng
@NuhgitKyng Жыл бұрын
Just looking at what could have posibally been wrong, noticed the flush input bool. annoying as f aye? lol @@vizorsnix
@semmert
@semmert Жыл бұрын
that must be a 5.1 or newer thing. He doesn't have it, but I do and I'm on 5.3. I guess I'll tick it here and the last time I saw it, just incase I end up making my game multiplayer.
@NuhgitKyng
@NuhgitKyng Жыл бұрын
Keep I mind isk if this is a proper fix, it's just what was working for me. Ask Ryan if it's proper for multiplayer
@HenryTheOneAndAHalfth
@HenryTheOneAndAHalfth 8 ай бұрын
For me it was the EnhancedInput update that screwed me over. This happens with EnhancedInput if you use the "Triggered" pin. The solution is using the "Completed" pin instead in InventorySystem --> Event Graph --> EnhancedInputAction IA_Interact (or whatever you called the input action).
@pauldebus4070
@pauldebus4070 2 жыл бұрын
Your tutorials are much appreciated! Keep going the awesome work.
@GrumpyGillsFishing
@GrumpyGillsFishing 3 ай бұрын
I never made the “MyPlayerController” because I was using enhanced input actions and didn’t care about setting up controller inputs lol. Now I’ve got to back track and fix that so I can get this to work.
@alodelore9597
@alodelore9597 3 ай бұрын
Have you found a way? I can't seem to find any info in the world about "MyPlayerController". Noone has ever mentioned it. I am stuck because of that supid call :/
@WarpaintStudios
@WarpaintStudios 2 ай бұрын
If you haven't done this yet, you may not need to. If you are using BP_ThirdPersonCharacter (or the firstperson one) do this, right click: "get owning player" drag return pin and search for "enhanced input local player subsystem" from that "Query keys mapped to action", set the action as whaever input action you set up (if you are using same naming as standard then it will start with IA_), set return value to"contains", from in key event pin on "on key down" drag and "get key", connect that to contains, then into a branch, then "cancel drag drop (this stops that bug of having th mouse pointer on screen if you close while not hovering over the grid) then "remove from parent" and into return node with handled in return value. I hope this helps :)
@GrumpyGillsFishing
@GrumpyGillsFishing 2 ай бұрын
@@WarpaintStudios thank you
@Twatwane
@Twatwane 6 ай бұрын
if the inventory doesn't work on client side, make sure to set replicates on "run on owning client" at 13:20 (I did not see and spent 2 hours xDD)
@dr.fishystudios3813
@dr.fishystudios3813 3 ай бұрын
Legend, spent ages trying to figure this out also :)
@jellyfish6042
@jellyfish6042 Жыл бұрын
For everyone having a problem with opening an container grid twice: I found a solution (don't really know if it is). So in your ContainerWidget>>Event Construct>>Set Input Mode UI Only tick "Flush input" to be true✔. It solved for me a problem :)
@intrepidoak2618
@intrepidoak2618 10 ай бұрын
I tried this and it does not work with my set up :(
@lzrd_tv292
@lzrd_tv292 9 ай бұрын
not working for me either ;n;
@lzrd_tv292
@lzrd_tv292 9 ай бұрын
@@intrepidoak2618 Did you figure it out?
@intrepidoak2618
@intrepidoak2618 9 ай бұрын
No I didn't sadly, any luck for you?@@lzrd_tv292
@eric101992
@eric101992 5 ай бұрын
@@lzrd_tv292 If still having issues, Check to make sure your triggers for interact is set to Tap. Pressed and Released triggers will cause problems with this approach. Tap works great for both Inventory toggle and interact.
@oerealrap
@oerealrap Жыл бұрын
at 8:11 i dont have container inventory component available only owning player what have i done wrong aha
@k.s.8191
@k.s.8191 7 ай бұрын
You skipped the step at 5:52. Instance editable and expose on spawn.
@barrowzz4600
@barrowzz4600 11 ай бұрын
I for the life of me can't figure out what to do. I didn't create my own player controller so at the 7:05 mark when he gets the hud from the player controller I cant do this part I tried many other options such as getting it from my bp_character since my other things are in ther eand that didn't work either not sure what to do I think just stuck redoing all of this and creating own custom player controller. HELP :(
@barrowzz4600
@barrowzz4600 11 ай бұрын
GOT IT IM JUST FN SLOW
@FiziK_s
@FiziK_s 11 ай бұрын
How did you fix this?@@barrowzz4600
@FiziK_s
@FiziK_s 11 ай бұрын
For anyone that has this issue, you just don't add the cast to controller. Use the player char node on custom event to call HUD
@sasi_._sk
@sasi_._sk 3 ай бұрын
How to cll?​@@FiziK_s
@TomEagles
@TomEagles 8 күн бұрын
@@barrowzz4600 Hey I realise this is an old post but how did you fix it,
@z00pac
@z00pac Жыл бұрын
Been following along and everything is functioning properly, youre a life saver!
@GlebMichal
@GlebMichal 4 ай бұрын
8:48 - We should not set the Container menu to a Inventory menu variable because after that the Container menu will be opened instead of our Inventory with I button. Create a new variable
@gudormr
@gudormr Жыл бұрын
The best tutorials I could find on Unreal thanks man
@Morph_SC
@Morph_SC 8 ай бұрын
Hi ! Thanks a lot for all your videos, there are really easy to follow and clear :). I have one question around 14:30, when you call a local event to open the ui, your try to get the component and if it's not valid, go on local event. But what if you want to execute an action on local and on server ? Based on your previous video, when I interact on the container, I want to open an ui as shown on the video (with a message "container is empty" for exemple) but I also want it to be destroy for everyone ? Any idea ? Thanks a lot :)
@K1N3RGY
@K1N3RGY Жыл бұрын
Anyone else found that before even going to part #12 that you can already drag and drop between both containers? Only problem I can see is when the client tries to access the storage it still shows up for the client but with an empty inventory. Which will in effect allow both players to use the same storage chest with different inventory's?
@AstraJB
@AstraJB 9 ай бұрын
any solution to this ?
@graham7964
@graham7964 7 ай бұрын
Love these Tutorials!
@Gvttermvtt
@Gvttermvtt 2 ай бұрын
I was encountering the issue where I had more than one container inventory appearing on screen and couldn't find where the second widget was being added to viewport so at the very end of the Event Destruct of the ContainerInventory widget, I added a "Get All Widgets Of Class" node with a For Each Loop and connected that to a final Remove from Parent node and it toggles on and off perfectly now. Its probably not the "right" way to handle it and I hope it doesn't come back to bite me later, but it's a good bandaid for now I think?
@OshriMak
@OshriMak 2 жыл бұрын
Nice tutorial, you are the best
@sansabn5245
@sansabn5245 Жыл бұрын
Unfortunately, there is another bug (whole serias are great tho!) If you put a box into scene and add Content to it the following way, : 2 slots 1 slot - 15 apples (max stack is 10) When you get into box inventory, it won't split stacks into 10 and 5 (to occupy 2 slots, coz max stack is 10) It will show you 1 slot with 15 apples inside And you can drag these 15 apples into your inventory and put all 15 inside, even tho max stack is 10
@rogerfoster8020
@rogerfoster8020 Жыл бұрын
Did you ever figure a way to fix this issue?
@HHondi
@HHondi Жыл бұрын
15:20 Help, when i press E, it doesnt show me anything
@mikmiklanada6679
@mikmiklanada6679 Ай бұрын
To anyone having problems with interactions. Make sure you put the blueprint (BP_Chest) and not just the mesh of the chest on the scene so you can interact with it.
@studiobaxter1242
@studiobaxter1242 Жыл бұрын
eh, I messed up, of course, but finally worked it out. Works great. Thanks again.
@motofrenzymotofrenzy6667
@motofrenzymotofrenzy6667 2 жыл бұрын
Hello ! Sorry to bothering you but in the part 4 we have an issue with the "InventoryMenuScreen" at 2:40. In UE5.1 we doesn't see that palette (user interface -> widget blueprint (you call this one PlayerMenu) -> palette -> Inventory Menu Screen doesn't exist). I started with the third person template. Can someone please help us ?
@EmperorVigor
@EmperorVigor 2 жыл бұрын
Do you mean the 4th video in this series? Like this point kzbin.info/www/bejne/apO7ip9nZth5m9k
@kimbalboa9398
@kimbalboa9398 5 ай бұрын
Is it possible to use interface only instead of all the casting to firstperson? Is'nt that resource heavy?
@bungobilbo5709
@bungobilbo5709 11 ай бұрын
For 3rd Pesron --- If you can't seem to interact with the chest, go to your 'Inventory system', open the 'InteractionTrace' function and in the 'sphere trace by channel' box, increase the radius to 90.0
@intrepidoak2618
@intrepidoak2618 11 ай бұрын
And for Line Trace By Channel - Try increasing Collision or switch to sphere for the chest.
@sevenseven3681
@sevenseven3681 Жыл бұрын
Clicking with the mouse outside of the chest will prevent you from closing the chest inventory until you click on it again. Did I miss something or is this something that will get addressed in the next part?
@sevenseven3681
@sevenseven3681 Жыл бұрын
Found the issue, in your Container Inventory Designer area, Click on canvas panel and set visibility to "visible". That fixed me issue.
@K1N3RGY
@K1N3RGY Жыл бұрын
Anyone also having the same issue above with clicking outside the player inventory and it preventing from closing, apply the same to W_PlayerMenu - canvas panel@@sevenseven3681
@swokee1
@swokee1 2 жыл бұрын
You are great person. Thank you.
@steakhache7602
@steakhache7602 Жыл бұрын
My container side was also not appearing. I had to set my window test in full screen. It fixed the issue.
@darrenj.griffiths9507
@darrenj.griffiths9507 Жыл бұрын
If people still cannot get their chest contents to show, check your player controller and cast to don't forget to initialise (under begin play) the HUD or the container cannot access the HUD.
@arkham666
@arkham666 11 ай бұрын
Can someone tell me with steps I can skip if I'm not making a multiplayer game. If I run a print string off the false value of the is valid node from the interact event I get a string so some of this is working. However no inventory screen is showing. I've gone through everything with a fine tooth comb and the only difference is I don't have the server interact event. The is valid line just goes straight to the interact with function.
@srnash5560
@srnash5560 6 ай бұрын
Thanks for the series, but I have an issue, when I pick up an object and then interact with the chest, said element already appears inside the chest, I can perform the drag and drop and the thing is not there, if I move that item within the inventory it will replicates what the container would be. Is it possible to receive help?
@UnrealEngine-wd6ky
@UnrealEngine-wd6ky 2 ай бұрын
I have the problem if I try to drag an Item in the container inventory it doesn't show me the new position of the item but when I close the Container Inventory and reopen it it shows me the updated Container inventory. the problem that when ICan sb. help me with my problem?
@SynthvibeConstruct
@SynthvibeConstruct 9 ай бұрын
I couldn't get the widget to show up when I interacted with the chest. For me the fix was that in the InventorySystem I had used the target of the Server_Interact as the "is valid" check, instead of using the "Get Component By Class" return value. In other words the valid check was never not valid, which caused the chest to not be interactable.
@wpgngaming-videos888
@wpgngaming-videos888 18 күн бұрын
Mine shows up, I can trigger the interact anywhere BUT at the chest.
@johnhuynh7741
@johnhuynh7741 Жыл бұрын
@everyone to who hasn't fixed the container slots to show up on their screen. Please, check your BP_Chest (or whatever you called it) -> go into graph -> then check if you've connected Inventory System Component to Container Inventory.
@racingdenmark5573
@racingdenmark5573 Жыл бұрын
Grid still doesn't show up though
@johnhuynh7741
@johnhuynh7741 Жыл бұрын
@@racingdenmark5573 What is happening in your case?
@racingdenmark5573
@racingdenmark5573 Жыл бұрын
@@johnhuynh7741 I'm on 5.1 but when I open the chest the players inventory grid doesn't show up. But I think it might have something to do with the fact that I can't expose some Border, Box, Image and Text in the widget
@johnhuynh7741
@johnhuynh7741 Жыл бұрын
@@racingdenmark5573 Hmm... and your widget works fine when you open the player inventory by itself? If that's the case, then check the preconstruct. It should be Get Player Character > Get Component by Class (Inventory System Component) and then do "player inventory grid" and search for display inventory and the return value of the "get component by class" should be in target. After that should be the Display Inventory again but with the Container Grid and Component.
@racingdenmark5573
@racingdenmark5573 Жыл бұрын
@@Quentin94 nah I didn’t. Unfortunately I had to create a new project on 5.0.3 for it to work. Only to met with other problems.
@cedricfr7047
@cedricfr7047 2 ай бұрын
Hi ! I'm experiencing an issue : after closing the chest, the mouse cursor is still there, and i can't do anything. any idea ? THank's a lot. Spend a few hours on it, but can't figure it out.
@cedricfr7047
@cedricfr7047 2 ай бұрын
Finally found it, i messed up with the event destruct in container inventory... i deleted mine and redo it with the unreal node !
@ademkoluk5047
@ademkoluk5047 Жыл бұрын
Thank you so much
@hugolesuisse5428
@hugolesuisse5428 Жыл бұрын
Great Tutorials but there is a duplication bug when I transfer an item from my inventory to the chest or vice versa and the inventory slot that is in the same location but in the other inventory is already full the item will be duplicated
@rogerfoster8020
@rogerfoster8020 Жыл бұрын
I was looking into this because I was curious. I however couldn't duplicate this bug! I am unsure of where it may be coming from honestly.
@joeanrachelmiller6529
@joeanrachelmiller6529 Жыл бұрын
So as far as ownership goes, since we havent put interactable on the first person character, we shouldnt be able to access eachothers inventories. What if we wanted to and how would we set up trades?
@WarpaintStudios
@WarpaintStudios Жыл бұрын
Hope someone can help, I've maaged to get everything working on the server side, however when i interact with the chest on the client side it opens up the chest inventory on the server side and keeps opening more with each press But nothing shows on the client side. what have i done wrong/missed?
@wojciechborowy1327
@wojciechborowy1327 10 ай бұрын
Hi, I made the same error :) You need to change the OnLocalInteract event property Replicates to "Run on owning Client" see 13:20
@TundraTheLootGoblin
@TundraTheLootGoblin 2 жыл бұрын
Hi Ryan and first of all thank you for making these tutorials they are amazing... however when following what you did here for some reason my on key down event for the player inventory stopped working and will no longer close. Any ideas on how to trouble shoot this?
@BM_GoonLord
@BM_GoonLord Жыл бұрын
did you find a fix?
@TundraTheLootGoblin
@TundraTheLootGoblin Жыл бұрын
@@BM_GoonLord Yes I think I did not have the widget focusable also the editor uses the tab key so you cant use that key for in editor testing
@drschichtsalat4898
@drschichtsalat4898 Жыл бұрын
@@TundraTheLootGoblin I don't know if the Editor is the only one using the Tab key but under 'Project settings' -> 'Gameplay Debugger' -> and allll the way down, I had a spectator with they key 'tab' which I disabled and now I can open and close it via the 'tab'-key.
@NorseNoirGames
@NorseNoirGames Жыл бұрын
Add The Player Inventory Grid Pin To The Second Display Inventory..It worked for me
@Ilaijo
@Ilaijo Жыл бұрын
thanks @@NorseNoirGames
@oerealrap
@oerealrap Жыл бұрын
you need to uncheck field notify
@ianferrand
@ianferrand 9 ай бұрын
Hello ! I was wondering if you could help me : I'm trying to animate the chest, and I made it open easily by putting my 'opening animation custom event' through the 'event interact' of my BP_Chest, but I can't find a way to notify the chest that the widget 'ContainerInventory' has been closed and so it needs to play the 'closing animation' neither to cast playing the animation in the destruct part of the widget 'ContainerInventory', I also tryed so BPInterface but couldn't figure how to make it work. Do anyone animated their chest ? Thanks for the help, I struggled a lot
@romantroshkin3142
@romantroshkin3142 11 ай бұрын
If you had trouble opening your chest inventory you might placed a mesh in the scene instead of the actor as I did :)
@brutus2283
@brutus2283 7 ай бұрын
Yeah, i was dumb enough to do that, thanks for making me check back that far, good to know my code was on point tho aha.
@jackchristian214
@jackchristian214 4 ай бұрын
may i ask how would i check that
@lordyingyang
@lordyingyang 11 ай бұрын
I'm having trouble with if I open the chest with nothing in my inventory I can't close the chest. But if I have an object in my Inventory I can close the chest.
@emiraydin1625
@emiraydin1625 Жыл бұрын
how can i do this system work with equipment menu i want to equip item from inventory slots to equipment slots
@VengefulGamer-e3n
@VengefulGamer-e3n Жыл бұрын
How Would I adapt this to third person ?
@perroloco728
@perroloco728 7 ай бұрын
Too many cast to player? or is my impression?
@Piddemannen
@Piddemannen 7 ай бұрын
You're not wrong, I've just started doing my own thing and following bits that fit. There are way too many blueprints dependant on other blueprints and some just plain bad practices in a bunch of these videos. No disrespect to Ryan of course, this has been a handy tutorial for learning about things I didn't know existed/how to do.. but a lot of stuff could be done a lot better.
@MohamedLaraki
@MohamedLaraki 11 ай бұрын
For everyone having trouble with the container inventory popping up twice, here's another solution you can try : Chest BP -> Chest Mesh -> Collision -> Tick Ignore for Interactive It may sound counterintuitive but it does work !
@Pawana_McKay
@Pawana_McKay 10 ай бұрын
Right area, but wrong Tick ... we want the collision for the Interaction Trace. But not the ones for the Mesh - so Visibility and Camera should be ticked ignore At least that was what worked for me
@Pawana_McKay
@Pawana_McKay 10 ай бұрын
Right area, but wrong Tick ... we want the collision for the Interaction Trace. But not the ones for the Mesh - so Visibility and Camera should be ticked ignore At least that was what worked for me
@Bazatage
@Bazatage 9 ай бұрын
@@Pawana_McKay thanks, this works for me too
@efenurikrmzgul1339
@efenurikrmzgul1339 Жыл бұрын
Hello, I press the E button, but the box does not open, I could not find the error, can you help me?
@777redhood
@777redhood Жыл бұрын
For some reason when i interact it draws 2 container grid widgets. On pressing E again it disappears one of those widgets. Interacting again will again draw 2 and there will be a total of 3 containers on top of each other
@TheCrypt1c
@TheCrypt1c Жыл бұрын
did you figure out why that is happening?
@jellyfish6042
@jellyfish6042 Жыл бұрын
​@@TheCrypt1c still didn't realize what's the issue? The tutorial is pretty good, but I feel disappointed about author because I really want to get answer and he doesn't answers to any of his followers
@jellyfish6042
@jellyfish6042 Жыл бұрын
@@TheCrypt1c I found a solution (don't really know if it is). So in your ContainerWidget>>Event Construct>>Set Input Mode UI Only tick "Flush input" to be true✔. It solved for me a problem :)
@jellyfish6042
@jellyfish6042 Жыл бұрын
I found a solution (don't really know if it is). So in your ContainerWidget>>Event Construct>>Set Input Mode UI Only tick "Flush input" to be true✔. It solved for me a problem :)
@Parsifal308
@Parsifal308 8 ай бұрын
I have a problem, after opening a container, every time I open my inventory by itself, the container's inventory continues to appear. While debugging, I get that both the character inventory widget and the container inventory widget (the one that also contains the player's inventory on the side) are showing
@Parsifal308
@Parsifal308 8 ай бұрын
8:19 Apparently my error was here, I still don't understand what the point is of saving in the same "Menu" attribute as the rest, in my case the variable was overwritten, so in "Display Player Menu" I was left showing the container. I must clarify that I have modified a little to adapt to what I am doing, but I don't think I have screwed up so far with this modification xd
@beckiefletcher4321
@beckiefletcher4321 Жыл бұрын
One nice thing about this system is it works on both ue4 and 5 with the same blueprints no editing needed
@coltonbrown984
@coltonbrown984 Жыл бұрын
How would I use this system to add a hotbar to my game as well? When I tried, my inventory and hotbar were always shared
@javier.sv89
@javier.sv89 Жыл бұрын
I would also like to have a quick bar but it is not explained in the tutorial, did you get something?
@3Dlewis
@3Dlewis 4 ай бұрын
Can someone help me, idk wht but when i move an object from the players inventory or from the chest to the player inventory i have to close and re open the chest to see. Plz can someone help me
@3Dlewis
@3Dlewis 4 ай бұрын
i fixed it
@TheOfficialAgNO3
@TheOfficialAgNO3 Жыл бұрын
The "Show Container" in the Chest blueprint isn't calling to the HUD widget. I've breakpointed it to the "Show Container" call, and for the life of me I can't figure out why it's not firing through.
@studiobaxter1242
@studiobaxter1242 Жыл бұрын
Same here. A print string shows nothing.
@Tegurd
@Tegurd Жыл бұрын
I was sitting here for half an hour trying to figure out why it wasn't showing for me and your comment made me realize I just hadn't connected cast to player controller to show container...
@kanebrady2228
@kanebrady2228 11 ай бұрын
FOR ANYONE HAVING TROUBLE WITH THE MENU NOT APPEARING - i went back to the intraction trace function in the inventory system component - the Radius in the Sphere Trace by Channel node had set to 0 (i didn't set that - no idea why it was 0) - but changing it back to 15 did the trick for me.
@jackchristian214
@jackchristian214 4 ай бұрын
thanks You're a live saver
@Quentin94
@Quentin94 Жыл бұрын
The player's inventory isn't showing up for me, it's not showing the grids, but everything works fine for the container's inventory.
@Quentin94
@Quentin94 Жыл бұрын
Heads up I found the fix. In your Container Inventory Widget, you will have the two events for Display Inventory. For the Player Inventory, make sure for Get Component by Class, you have GET PLAYER CHARACTER for the target, and not Get Player Controller. That's where I messed up
@alexdeg6914
@alexdeg6914 Жыл бұрын
@@Quentin94 thanks
@studiobaxter1242
@studiobaxter1242 Жыл бұрын
I do have the player character node, but still not showing.
@NorseNoirGames
@NorseNoirGames Жыл бұрын
Add The Player Inventory Grid Pin To The Second Display Inventory..It worked for me
@LizardSquadStudioOfficia-iy8jk
@LizardSquadStudioOfficia-iy8jk 8 ай бұрын
Comming from a more Recent Update of unreal: At 6:64 , it's a Get Player Character you'll need to create to avoid the warning.
@dAnnyzDandaN
@dAnnyzDandaN Жыл бұрын
For those who had a bit of trouble making the"ContainerInventory" show the inventory slots, Open up "BP_Chest" and then go to the "InventorySystem" Actor component and where it says "Inventory size" Add what ever you want for your container to have.
@NuhgitKyng
@NuhgitKyng Жыл бұрын
love you bro, so simple, yet such an easy oversight for amateur's. i shame myself for being so amateur honestly.
@FA-oe2yy
@FA-oe2yy 9 ай бұрын
I have done every tip i have read in the comments but i still cant seem to get the container inventory to show up. I have put an input event for E key in BP_character and when i press it this way it does open the container inventory so it should be accessible and everything should work(This just forces the function to call without even being near the chest so ofc i cant use it this way) when i remove it the interact with event wont do anything for the container. The player inventory works, picking up items works, it even shows me with print string that everything besides the Chest asset Interact With Event works fine. I am doing it in 3rd person maybe its a mesh details option im missing but ive tried many different settings and still cant get it to work. if someone could help me out i would be really grateful. Its prob some mundane thing im overlooking atleast i hope it is.
@lzrd_tv292
@lzrd_tv292 9 ай бұрын
Anyone else having issues with it generating a second container inventory menu? Depending on where my character stands the interact button will either close the container or open a second instance... I've tried to workarounds in the comments to no avail (flush input only solves the issue if my character is standing in a certain spot)
@yolonceGame
@yolonceGame 11 ай бұрын
Hi. Can anyone help? When I open the chest, empty slots appear only in the character's inventory, and only an empty widget is displayed in the chest.
@user-qy6qx3hi5l
@user-qy6qx3hi5l 8 ай бұрын
Same here, can't seem to figure it out.
@morndulin
@morndulin Жыл бұрын
Loving this tutorial so far, but got stuck in this one. I'm making a 3rd person game and I can't figure out how to get the container to work... all ideas are greatly appreciated!
@JW-dp1bs
@JW-dp1bs Жыл бұрын
I am making a third person game too, I got this to work just like in the video. What part are you Stuck on?
@henrixmusic
@henrixmusic Жыл бұрын
Doing also a third person game. My Chest won't open when I press "E" but I get "server:" when i walk to it. Checked it a few times and didn't find my "mistake". Everything works fine with my inventory. Maybe you can help?
@zacharychapman7321
@zacharychapman7321 Жыл бұрын
@@henrixmusic Had the same problem, but my mistake was that I had "On Local Interact" connected to "Interact With" instead of "Set Owner" inside the inventory system
@henrixmusic
@henrixmusic Жыл бұрын
@@zacharychapman7321 I could fix it! Because of checking on your solving idea I found my issue. I simple didn't had the "Target Actor" from the "On Local Interact" connected properly. Funny mistake that cost me around 3-4h of my life :) haha. Thank you!
@WestinsWorldStudio
@WestinsWorldStudio Жыл бұрын
@@zacharychapman7321 Could you plz let me know what your Set Owner nodes are connected to? I am also doing single player Third Person Character so my setup at this point is a bit different than following along at the 15:00 mark. Thank you!
@patrickhamilton9534
@patrickhamilton9534 Жыл бұрын
If I try to change the Menu variable to a user widget then it will freeze and crash. I have tried multiple times but the same problem keeps happening. Any help would be appreciated.
@Chachka_Pipsov_sky
@Chachka_Pipsov_sky 9 ай бұрын
У меня то же самое, я просто создал новую переменную "User widget" и удалил старую переменную
@pocsaypocsay61
@pocsaypocsay61 Жыл бұрын
Hello! Any tips why not showing up the grid at the container side?
@middnight1234
@middnight1234 Жыл бұрын
i have the same issue, went trough the full tutorial twice now, cant find it :/
@Spartanhoplite542
@Spartanhoplite542 Жыл бұрын
My player inventory shows up but not my container inventory. Have also gone through several times trying to fix. I think it may have to do with trying to implement the Interface system from the Quest system project with the inventory system
@studiobaxter1242
@studiobaxter1242 Жыл бұрын
Same here. No container inventory. Have gone back and checked everything 3 times.
@Obliviouzz
@Obliviouzz Жыл бұрын
Damn I have it the other way around, container shows but inventory is nowhere!
@studiobaxter1242
@studiobaxter1242 Жыл бұрын
I found my problem, despite checking 3 times, I'd still missed a pin connection somewhere. It's probably that.
@DangerFishing
@DangerFishing Жыл бұрын
I'm having an issue with my chest Side widget display not working! Any thoughts on why this could be?
@pocsaypocsay61
@pocsaypocsay61 Жыл бұрын
Have you find solution?
@DangerFishing
@DangerFishing Жыл бұрын
@@pocsaypocsay61 yes! I have a new issue now but im figuring out my problems!!
@Spartanhoplite542
@Spartanhoplite542 Жыл бұрын
@@DangerFishing Can you please let us know what the solution for you was?
@studiobaxter1242
@studiobaxter1242 Жыл бұрын
@@DangerFishing Many people are having this problem here. What was your solution?
@Spartanhoplite542
@Spartanhoplite542 Жыл бұрын
My container side is also not appearing. Anyone figure this out? Had attempted to harmonize the Quest Interaction system with this interaction system but now I think the problem lies somewhere in the Chest blueprint's interaction event. Ryan casts to the Player controller and then Shows Container from the event graph whereas I'm doing it from the Interface graph.
@jakespencer917
@jakespencer917 9 ай бұрын
weirdly he does the same or similar things in a lot of his tutorials. He will do it 1 way in one, then an entirely different way in another. It isn't bad really, but a beginner following it will for sure get lost lol
@joeldiab1750
@joeldiab1750 Жыл бұрын
I made it so that when the player right clicks on an object it picks it up which works great with everything but when I open the chest, close it and right click anywhere in the scene, the line trace doesn't interact with the chest but still opens it. Anyone know why this is happening?
@ImageInUnreal
@ImageInUnreal Жыл бұрын
I havent watched the vid yet, so im not sure if the interacted with chest is set as a variable or not. But it sounds like you are storing the chest as a variable to interact with, and not clearing it. So, when you right click it still has the chest actor set as a variable to interact with and so it interacts with it. Might just need to clear it as a reference somewhere, or not set it as a variable
@peachyslothart990
@peachyslothart990 Жыл бұрын
I have everything connected correctly, but when I interact with the chest my player inventory shows double. Then when I close the chest, one of the player inventory stays on the screen. If I am looking at the player inventory separately it opens and closes just fine. Only happens when opening a chest. Anyone know how to stop this duplication? :(
@jellyfish6042
@jellyfish6042 Жыл бұрын
I found a solution (don't really know if it is). So in your ContainerWidget>>Event Construct>>Set Input Mode UI Only tick "Flush input" to be true✔. It solved for me a problem :)
@mateokaloper7647
@mateokaloper7647 Жыл бұрын
I have been using this tutorial (really helpful by the way) and I got myself a issue, eveytime I open the player inventory (i key) I have to close it with e (E is my interactable key), Someone have the same issue?
@shawdawg.gaming
@shawdawg.gaming 7 ай бұрын
(I see this is 8 months old, but don't see a response, so I will provide what I think the solution for your issue is) If this is in reference of when you are in the chest menu its because the "i" key isn't added to the on key down function. If you followed the tutorial for KB and mouse and gamepad you will have 3 options plugged into the OR Boolean add a 4th option for the "i" key and it should fix your issue.
@KBox-dq9go
@KBox-dq9go Жыл бұрын
Can't get the chest inventory to appear. A lot of code unfortunately gone to to waste.
@GooseYT69
@GooseYT69 Жыл бұрын
hello my widget wasnt spawning in either, I changed the Trace By Sphere in the Inventory System Interact Act with Function to a Line Trace and it works, it gives errors but it at least opens which is an improvement.
@Ser0zine
@Ser0zine Жыл бұрын
You might need to change the buttons but it works
@NuhgitKyng
@NuhgitKyng Жыл бұрын
I feel like you have made a mistake, maybe review your code, try debugging rather than giving up.
@becomeplayer1
@becomeplayer1 2 жыл бұрын
Any tips for having the items fly out of the chest? (Like Fortnite)
@EmperorVigor
@EmperorVigor 2 жыл бұрын
You could probably spawn objects when interact is used instead of opening the menu. For instance, spawn in some apples (TESTItem) which you then can pick up. You just need to find a propper place to call a spawn function. Unsure where though. You could add a function that you call when a key is pressed and that function spawns stuff. That way you can work on the spawning and have it working before you add it wherever it should be called from.
@marcomoutinho.gamedev
@marcomoutinho.gamedev Жыл бұрын
this system has a "bug" if a player interact with the Chest/Box while other player also is interacting the first player can not never get rid off the widget on screen EDIT: In my playtest when my Chest/Box inventory widget is Active IF I press LMB when I press E key again, to close ContainerInventory it creates another Container Inventory Widget. Why? EDIT 2 The only solution was to put a button filling the all screen. IDK why this works, but it has to be a Button, an image can not do the job... Im guessing the bug has to do with Mouse Click on the screen or something BTW it happen with both mouse buttons
@Ryan15T
@Ryan15T Жыл бұрын
I think I was having a similar issue, The container inventory widget would seem to create 2 instances, but only remove one. leading to being able to open multiple if you kept opening and closing the chest. also they could be dragged into after you ran away from it.. My solution was in the container inventory widgets, "OnKeyDown" Function, after the branch after the true statement, use a "Get all widgets of class" and make the widget class your container inventory widget, plug the found widgets into the remove from parent. and it goes away.
@jason_tarr
@jason_tarr Жыл бұрын
Are you on UE5.1 with the new inputs system? If you are you need to go to your input action for interact and add a trigger "Tap". This stops it double reading and opening multiple instances.
@TheWufstyle
@TheWufstyle Жыл бұрын
seems its a focus problem.. I dont need to put a button in.. I just need to make the mouse click inside the inventory grid.. Then I can close it again.. Kinda seems like it takes focus away from the first client, when second client opens it up.. And then you need to click it to get focus back.. Actually if I just click outside the grid, I cannot close it either.. until I click the grid again
@WolfBytesDev
@WolfBytesDev Жыл бұрын
@@TheWufstyle Im having this same problem. any one found a fix for this or "can shed light on where ive screwed up" ? lol
@jerrylp4396
@jerrylp4396 Жыл бұрын
@@WolfBytesDev If you set a player controller's input mode to UI Only when trying to show a modal widget, clicking in the empty/dead space of the viewport causes focus to shift back to the player controller. If you don't want this behavior, the easiest workaround is to set the root CanvasPanel's visibility in your modal widget to Visible instead of Self Hit Test Invisible. This will cause the CanvasPanel to absorb all click events, including the click event that would normally send your focus back to the player controller. this helped me
@kawaiiwaste
@kawaiiwaste Жыл бұрын
my dumbass forgot to connect set menu to add to viewport's target and i was trying to figure out why i couldnt access the chest for an hour. anyways if anyone is struggling with accessing the widget you might as well check that lol
@RileyMacfarlane-cg3or
@RileyMacfarlane-cg3or 11 ай бұрын
Thanks to Ryan for these videos!! I'm after some help though if possible I'm sure I've made a mistake somewhere. I've been trying to implement my game for a single player version of the tutorial not sureif this could be the reason for my issue: the players inventory grid and slots seem to be showing fine but the chest side is only showing the grid and no slots can be seen.
@HashtagBassCovers
@HashtagBassCovers Жыл бұрын
4:35
@tobymoore1063
@tobymoore1063 9 ай бұрын
Decent series for the most part, but unnecessary amounts of abstraction which really increase the complexity.
@smokinbacon984
@smokinbacon984 2 жыл бұрын
plz shoutout smokin bacon
@JaximusxPrime
@JaximusxPrime 11 ай бұрын
kzbin.info/www/bejne/omfIiaSBZd97fqs Started seeing this one. Any idea what I may have done wrong? Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetPlayerCameraManager_ReturnValue". Node: Sphere Trace By Channel Graph: InteractionTrace Function: Interaction Trace Blueprint: InventorySystem
@fizzyburr7057
@fizzyburr7057 10 ай бұрын
The chest has the inventory component and also wants to trace by channel. Thats useless. So after your tick event in inventory component you can go "Get Owner -> Get Class -> Class is Child of "PlayerBP" -> Branch with True into Interaction Trace" as a temporary fix. Saying temporary because this leads to every inventory component checking the class over and over again every tick.
@thefactorycreek
@thefactorycreek 9 ай бұрын
Is there a better solution that you found? I am experiencing this too @@fizzyburr7057
@Darryd
@Darryd 10 ай бұрын
Would anyone happen to know why at 9:15 his inventory system node is replicated and mine isn't? I have the same setup he does in terms of "Component Replicates" I have that already ticked. Just isn't displaying the two white orbs saying its replicated.
@thefactorycreek
@thefactorycreek 9 ай бұрын
I see mine is doing this too. My AC_InventoryComponent is ticked to replicate too. Did you find out why?
@Darryd
@Darryd 9 ай бұрын
No I had to change up my characters inventory system to something premade. A shame but I have the link if you'd like it.@@thefactorycreek
@thefactorycreek
@thefactorycreek 9 ай бұрын
Oh dang, what was the inventory you switched to?@@Darryd
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