Only just came across this tutorial, for anyone that may be following it currently, it's probably worth looking into object pooling as creating and destroying actors is relatively expensive due to memory allocation and garbage collection. Object pooling avoids the cost by keeping a pool of inactive objects that can be reused. Instead of destroying and recreating, you simply deactivate items and reactivate them when you need them, making it much more efficient overall. Hopefully, someone finds this useful :)
@musikalniyfanboichik4 жыл бұрын
thank you for making tutorials for less common topics that are really on demand i mean, there are plenty of basic stuff about unreal engine like movement, camera, controls etc etc, but you are not afraid of difficulties and make more advanced stuff instead. i think this kind of content is really important for noobies (me) to not get stuck in a kindergarten level of things and understand engine more, especially when movement and camera are already dealt with. i sure do appreciate that!
@defiant4eva3 жыл бұрын
Yeah right. Do you know how many people I have seen make a beginners guide, and then a few months later do another one with the exact same info. Or how 50 different channels all show you how to make the same thing. Nevermind the fact that googles search algorithm always returns the top 5 videos that are 4-5 year out of date. I swear if I have to watch one more video showing how to have AI aimlessly chase you -_-
@ThreeTreeDog2 жыл бұрын
@@defiant4eva One month later same story..lol
@Tiskaren4 жыл бұрын
THIS is the kind of tutorials UE4 needs! Very well done, very well explained! Everything looks complicated until cleanly explained. Please do not stop making videos on this kind of tricky mechanics. Thank you sir. :)
@vizorsnix Жыл бұрын
dude, i am here 2 years later and learning so much from you. You are a great instructor, thank you!
@teamsive2002 Жыл бұрын
did you have a finished project with this? mine, when I test, the item does not appear in the inventory and returns an error in the branch as follows: "Blueprint runtime error: "acces none trying to read property ItemObject. Bluenprint: inventory component function: add item at Graph: Forloop Node: Branch."
@vizorsnix Жыл бұрын
hey, yes following the tutorial i got a working inventory. It seems like you are missing a reference to the ItemObject in the blueprint that you are working in. Difficult for me to help you exactly with how to fix it, i recommend you look through the video again, I'm sure you'll figure it out! @@teamsive2002
@traguis46999 ай бұрын
@@teamsive2002 this happens because UE (only applies to 4.22 or above) has detected a virus on your computer you should either factory reset your computer or find a way to remove the virus
@MattMarcinGo Жыл бұрын
At 26:30 the ForEachIndex loop has a bug. The Completed execution should come from the first For Loop, not the second. The current version will not check tiles to the right of the first column.
@Baelroak Жыл бұрын
Can you clarify this? I have tried the original version and you what you suggested and it prints the same results for the x and y tile every time, just curious if you could explain in more detail on what the bug was doing (maybe steps to reproduce it) and the solution, thanks. (both versions were adding the items in the same place hence the confusion)
@fallingsappy Жыл бұрын
@@Baelroak for example: you have ak-47. It takes x = 4, y = 1. If you will use variant from the video. That AK-47 will take only one slot instead of 4. To fix this you must return completed from the first loop instead of second one
@jseymour7664 Жыл бұрын
Could not figure out for the life of me why items were overlapping, but this fixed it instantly, tyvm
@boonobo111 ай бұрын
Damn that's so easy to miss in blueprint. I already thought a nested for loop in blueprint is cancer to set up, but now I definitely have to look into how to combine C++ and blueprints xD
@ReapersTruthАй бұрын
@@fallingsappy You just helped me after an hour of trying to understand why my code wasn't working, thank you brother
@UER69TPS5 ай бұрын
Damn when you think you're done with Function an other one arrive 🤣. More seriously again very easy to follow, and you're explaining well, even if it's still a bit foggy for me as a beginner i know that i'll revisit those videos later to understand more properly what we've been doing. Thanks a lot once again !
@chinaporkvas2105 Жыл бұрын
Fantastic tutorial , brother! You've probably figured it out by now, but instead of making material instances for each item's icon , I'd make the same material that you did and delete the function binding for Image inside the Item_Widget, then under Brush->icon I'd choose that material. Now in the "Refresh" custom event (in the Item_Widget graph) , Get Item Widget -> get Dynamic Material and from that Dynamic Material you can Set Texture Parameter and then Set Scalar Parameter. So now you just get the Item object-> Get Icon and put it inside Texture Parameter and again Get item object -> is rotated function and select 0 or -0.25 and put that into Scalar Parameter. Parameter names are whatever you named your parameters (Texture sample and Rotation parameter from 0 to 1). All that's left is to modify GetIcon function inside the BP_Item_Object, just delete everything and output Icon variable since you dont need Icon_Rotated. Oh and Icon variable should be a Texture2D type of variable , have to change that. So you basically make use of dynamic material and don't have to create any instances of it.
@MadiNoe126 ай бұрын
It doesnt let me connect the get icon and texture parameter :'(
@chinaporkvas21056 ай бұрын
@@MadiNoe12 If you mouse over the output of Get Icon (it should have the name "Icon") does it say "Texture 2d Object Reference"? Because if it does not then I've clarified it at the end of my original post: "Oh and Icon variable should be a Texture2D type of variable , have to change that". Step by step here : Get your ItemImage var. From it Get Dynamic Material, From Get Dynamic Material output (return value) get Set Texture Parameter Value From Dynamic Material output get Set Scalar Parameter Value. Now you have 2 funtions 1) Set Texture Parameter value 2) Set Scalar Parameter value Get ItemObject var. From that variable Get Icon , connect Get Icon to Set Texture Parameter Value function From ItemObject var. get Is Rotated. From Set Scalar Parameter Value input (called Value) get "Select" function / node Put boolean result of "Is Rotated" to "Select" "Index" input put 0 into False , put -0.25 into True of the Select node. Set Scalar Parameter Value function , print "Rotation Angle" into parameter name . or print whatever you wrote inside the material (have to match exactly) Print "IconTexture" inside Set Texture Parameter value function "Parameter name" field. or ptint whatever you wrote inside the material (have to match exactly)
@MadiNoe126 ай бұрын
@@chinaporkvas2105 Thank you for answering so fast !! sorry im still very noob at blueprint, it does sais icon but its also ''material interface object reference'' and i dont know how to modify it to a ''texture 2d object reference'' , i dont have any other result for get icon
@chinaporkvas21056 ай бұрын
@@MadiNoe12 Yeah all you have to do is : 1) Got to the BP_ItemObject. Locate the Icon variable . select it and in the top right window called Details. find the "Variable type" line , click the dropdown menu next to it and type Texture2d in the search bar. Find the Texture2D in the list of options and click on it , select Object reference. 2) Now inside the same blueprint find a GetIcon function , go inside it. Delete the Icon variable , drag it again , select Return Node and in Outputs tab change return type to Texture2d (the same way you did before) . Reconnect the wire from Icon variable to Return Node. 3) Go to the ItemWidget blueprint , get the ItemObject variable and from it drag the GetIcon function (basically exactly what you already done before). If you check GetIcon output now it should say Texture2D object reference , because you've just changed GetIcon return type to texture2d. I would highly recommend watching some Beginner blueprint videos! Because if you plan to build upon or change something in "not so beginner" level of systems you'd have to understand the basics , because thing rarely go as planned :) Cheers hope it helps!
@chinaporkvas21056 ай бұрын
@@MadiNoe12 trying to write you an answer but YT seems to instantly delete it every time. Give me an email or I'll try and write it down tomorrow
@Vylin13 жыл бұрын
Excellent tutorial. Refreshing to see a blueprints tutorial using best practices in regards to code structure. Bravo! I look forward to checking out your other works.
@Simul8Gaming Жыл бұрын
20:40 "Tile" doesn't seem to exist in UE5. Any ideas what I can replace it with?
@Agachack11 ай бұрын
It's your tile Structure. Maybe you called it S_Tile or something. It was created in the first video.
@ethanreaper Жыл бұрын
Hell yeah man. Not only halfway through your tutorial now, but also got an awesome crash course on debugging and using breakpoints.
@ger_skyking11 ай бұрын
Best Tut ever 3 Year's old and stil one of the best ;)
@gameDev_Pat3 ай бұрын
Thank you for the tutorial! I was just wondering in case if you have alot of items, incorporating data asset instead of inheriting BP_Item seems like a viable approach. But not sure how it will work with the set up. Also I was wondering instead of creating texture for 2 rotation, isn't it better to create a function to access the texture parameter somehow and change that using event dispatcher? I'll finish the tutorial first and find out!
@DeeOdzta4 жыл бұрын
again thanks for these enjoyed the debugging parts, worth value leaving them in the tuts.
@ReidsChannel4 жыл бұрын
Haha thanks :) I can think better when I know people arn't watching me which is why i edit them out hahah
@joshuawoollett79823 жыл бұрын
for those who are like me and miss the smallest thing like me and the AK is not disappearing when you walk over make sure you tick the "return node" in Inventory_component coming off "sequence then 1" spend the past 20 mins figuring out why mine wasnt picking teh AK it was this
@chainsawrabbit18322 жыл бұрын
A cookie for you my friend! Had the same issue :)
@danielrose19983 жыл бұрын
I ran into an issue where the item object I was passing into the "Try Add Item" function was returning none. This was due to the fact that for some reason my child blueprints were not calling the parent's Event BeginPlay node. To fix this, just right click on the child's Event BeginPlay and choose add call to parent function, which should now actually set the item object at BeginPlay for each child.
@AKA_LIRIX3 жыл бұрын
Dude I check the code twice, about to give up thinking that I was too dumb to follow this... And here It's works had the same issu Ty :D
@NO-pf2gp2 жыл бұрын
God bless you.
@agamistageko2470 Жыл бұрын
on 5.0.3 i run in to same issue, but your idea do not work for me. So i toke your idea and make it on tick and it starts working, so after some experiments, i make it in to { Event Begine Play, conectet to Delay on 0.0, conected to Parent: BeginePlay}
@skaalfort3 жыл бұрын
Awesome tutorial! No problems encountered while following this tutorial in 4.26.1!
@TheOneThreeSeven3 ай бұрын
Rotation angle being -0.25 means rotate backwards by 1/4 of 360 degrees. Great tutorial!
@Gamerof95 Жыл бұрын
Hey! Great tutorial! I have a problem in UE 5, I can not choose BP_AK47 under "Item Class" inside the "BP_AK47 - GetDefaultItemObject" function. The only "Item Class" I get is BP_Item_Object
@mostlycriminal9119 Жыл бұрын
I have the same problem
@mostlycriminal9119 Жыл бұрын
I've got a solution Change function Access Specifier in BP_Item from Private to Protected
@Gamerof95 Жыл бұрын
@@mostlycriminal9119 Thank you so much! 😊
@diebodis7487 Жыл бұрын
@@mostlycriminal9119 Oh my god thank you sooo much
@UNDERKING_UDK Жыл бұрын
@@mostlycriminal9119 thanks friend !
@SteveAdmienn Жыл бұрын
6:19 Hello, how do I get this type of editor layout for my actor blueprints? It doesnt give me that.
@robertbeniko6627 күн бұрын
I'm trying to select the item class 49:48 and all I see is BP_ItemObject... no AK-47 and none of the other weapon classes 😅I tried deleting the children of BP_Item and then remaking them, but that didn't work. They still don't show up. Anyone know how to fix it?
@SKIROW10 ай бұрын
At 45:49 I don't see "Get Default Item Object". I keep looking in the Item BP but I don't see what I did wrong. Any idea what could be this issue? Thank you
@bykush2410 ай бұрын
set that function to protected or public 👍👍
@SKIROW10 ай бұрын
@@bykush24 I'm so dumb! 😅 Thank you so much!
@bykush2410 ай бұрын
@@SKIROW No problem mate, I had the same problem because the video shows it as private but I think ue5 Changed something that makes this no longer work or something similar
@robertbeniko6627 күн бұрын
I had this same issue and tried making it public, that worked... but I now have an issue at 49:48 where I'm trying to select the item class and all I see is BP_ItemObject... no AK-47 and none of the other weapon classes 😅I tried deleting the children and of BP_Item and then remaking them, but that didn't work. They still don't show up.
@PaulKu904 ай бұрын
I encountered a problem that when I pick up multiple items, and they seems to take extra tile to right and bottom of the icons. I found where I made the mistake. In the InventoryComponent > ForEachIndex. When Reid added the minus node, the value was default to 1 but mine was default to 0. Maybe it's a UE5 thing, or maybe it's Reid's setting. I'm using UE5.4.3, so minus node is under Operation and called "Subtract", where Reid was using UE4 and his integer - integer node is under "Integer" This happened at 24:04 Reid did explicitly says that we want to add that the dimension minus one. Got to listen and watch more carefully 😅 I finished pt3 and found this problem, spent 2 days trying to solve this.
@pakoo77154 жыл бұрын
That's just fucking amazing! U is the first man who did it for free, show to all people and did it amzing and clear! I was ateist but now u is my God)
@swopestudios37763 жыл бұрын
Hello, at 10:50 I get the error, "Object reference is not compatible with new blueprint object reference" when connecting to the Target. Edit: I fixed it, I think it was a problem with my variables. Now that it is fixed I can finish this great tutorial. Thank you for this tutorial btw!
@Sector3333 жыл бұрын
take a shot everytime he creates another function, i joke of course, great video dude.
@haroo57383 жыл бұрын
i read this before the video i get it now i am sick of functions lmao
@essa4436 Жыл бұрын
45:50 I have a problem with GetDefaultItemObject not showing up
@distrito8987 Жыл бұрын
You have to set it as public, then will show up as an overridable function c:
@itanshi3 жыл бұрын
What might make the 'item object' give no data when a 'try add item' is triggered? Elaborating, the connection to the 'is room available' within the 'try add item'. it just has no data for some reason.
@TR3Z3X Жыл бұрын
same
@williamquaresma2529 Жыл бұрын
on the child blueprint, in event beginPlay, right click on the node and select Add Call to Parent Function. If it not work, try putting a delay. UE5.3.1 here
@OKgamedev3 жыл бұрын
I have been debugging and the reason i cannot pick my item up is because my BP_ItemObject Variable is not valid? Do you know why?
@gangsterhommie93453 жыл бұрын
I'm having the same problem, I have traced it back to the "construct bp item object" where its returning none, idk why
@gangsterhommie93453 жыл бұрын
I fixed it, in the "BP_Item" from begin play the "Get default item object" wasn't connected to the "set item object"
@budau1692 жыл бұрын
@@gangsterhommie9345 Thanks alot! Did the same mistake.
@hex.vagyok Жыл бұрын
@@gangsterhommie9345 still does not pick up for me :( any ideas?
@JustJoshinYouBro8 ай бұрын
You should make an update to this showing us how to use our controller if a controller is active. something like a selector going through the inventory when a gamepad is in use and a mouse when not.
@LucaFranzin4 жыл бұрын
I'm just curious: how did you learn all of this stuff? All by yourself, did you attend classes, trained on the job? You show a great mix of knowledge and teaching skills that I personally find enviable. I work in a different field (I do have development knowledge but It's been a long time since I personally coded something) but creating a game has always been my biggest dream so I'm interested in knowing how to be proficient, while working on entirely different matter, if that's even possible. By the way you got yourself a new supporter, but don't tell my wife :-D
@ReidsChannel4 жыл бұрын
Haha thanks for the support :) well I went to college for game development and learned how to program in c++. Then I worked in military simulations for 5 years after college where i learned a lot more. After that I quit that job and started doing freelance game development full time and learning unreal on my own
@LucaFranzin4 жыл бұрын
@@ReidsChannel :-) I'll keep following you and maybe drop a question or two on the discord channel :-)
@musikalniyfanboichik4 жыл бұрын
@@ReidsChannel hey that sure does sounds sick, thanks for the vids!
@Ventu_Mortis4 ай бұрын
Is there a way to add in a stackable system?, for example the grenades stack twice before adding another to the next tile Slot. Thank you for all your hard work, time and effort. I find all your videos to be very helpful as a new Dev. Edit: Also I figure it would be added in around the 26:43 point in the video but I could be wrong.
@ReidsChannel4 ай бұрын
yeah there are definitely ways to do it. you'd wanna start with adding a stack size variable to the item object to keep track of the current stack size. then when you're checking if the inventory has room when adding a new item you'd wanna first look through the inventory for any items that can be stacked onto and prioritize stacking to them before adding to empty slots. its a bit more complicated this way but certainly doable
@Ventu_Mortis4 ай бұрын
@@ReidsChannel Awesome! I'll have to figure out what you fully mean. lol , but I'm sure I'll figure it out., I am very new to coding in general, so this is all Very fun and a bit stressful at the same time. thank you Very much for the quick response.
@MadiNoe126 ай бұрын
Do you think you could make a followe up tutorial series about how to make a ''gloomwood'' type inventory ? (Visually in a suitcase in the world with the anim + 2 sided inventory)?
@F0r3v3rT0m0rr0w2 жыл бұрын
at 8:40 isn't that a validated get ? i am curious cause that's what i was going to use there but i might be wrong.
@sarevok64 жыл бұрын
Im at 10:27 - Since I'm using this to make something diablo themed, I'd like to need to click on it while overlapping the object. I see the on clicked is an option also. I found a node called and, but it takes 2 bools. Do I set them both to "is valid" like we did earlier in the function a minute ago to make that all work? Thanks for the incredible tutorials. Also, for the moment I'm just plowing ahead even if what I did doesnt work(no idea what I even did lol.) I have no idea how I would have ever figured this out without you.
@sarevok64 жыл бұрын
Also while I'm thinking about it. I designed a background to go behind the different size items for in the inventory so it blows over the grid behind it. So I'm at 49:05 and made a second material interface node after the icon which is the icon background. is there an easy way to say the icon background should always be behind the icon, but only when it is placed in the inventory? If I pick it up, I'd like it to go back to only showing the item icon again. Sent $20 your way since I'm being a huge pain in the ass tonight lol
@ReidsChannel4 жыл бұрын
@@sarevok6 Hey first of all thanks for the tip! I'll try to answer ur questions as best as I can but I didn't really understand a few things. It sounds like you want to overlap with an item and then click somewhere on the screen on order to pick up the item (never played diablo). If that's the case you'd want to get rid of the overlap event and instead create an input binding for picking up an item and set it to left mouse button. Then implement the event in ur event graph, when it's triggered use SphereOverlapActors to get all the actors within a certain radius of the player, if one or more of them is an item, add the item to the inventory the same was as we do in the overlap. About the item background, you'll probably want to add another image to your Item_Widget between the BackgroundSizeBox and the ItemImage which you can use for your item's back ground. You can create a binding to it's visibility based on if it's currently being dragged, so hide it when its being dragged but show it when it's not
@sarevok64 жыл бұрын
@@ReidsChannel dude you are incredible! Time to figure this out 😂
@sarevok64 жыл бұрын
@@ReidsChannel I finished part 3 and got my item backgrounds to show up. Sphere overlap actors seems to want a bunch of nodes I've never seen. (Array of EObjectTypeQuery Enums?) Thanks again for the solid content. I'm looking forward to going through your other stuff once I finish this also
@ReidsChannel4 жыл бұрын
@@sarevok6 They are just paremeters about what type of thigns you want it to overlap with. EObjectTypeQuerey is just a type of object like Pawn, Vehicle, etc... you probably just wanna only pass in WorldStatic since I think that should be the type for your items
@Derpwigglies5 ай бұрын
Can you use a validated get instead of branch when you check if the item is valid or not?
@MrWubbage6 ай бұрын
I do not know why but i can not get try add items function to work no matter what i do i have rewatched the vid 3 three times now and still dont know where i went wrong
@sam_making_games2 жыл бұрын
@ 23:17 can't we just use "Int Point" Struct instead of "Tile" Struct? Unless you add more data to the Tile Struct down the line.
@ReidsChannel2 жыл бұрын
if the structs are the same yes u could
@peshkovvitaliy16684 жыл бұрын
Awesome! Very helpfull!
@drednaut69692 жыл бұрын
Hey Reid, im looking to use your inventory system but in a slightly different context. Your tut has all the parts i need to make another blueprint i need to work. i just need some advice on how to change it to my needs. Not new to unreal (more of an artist/designer than programmer) and i will eventually figure it out regardless. Just not extremely experienced with blueprints. Could i possibly email you for some help?
@AhviMa2 жыл бұрын
[Inventory_Component]>Get Item at Index: returning a not valid item object. Still finding what went wrong.
@MrClownkiller222 жыл бұрын
I'm getting this issue as well. Did you find a solution?
@Blobfish_Sidearm Жыл бұрын
For some reason every time it runs the is room available function the top left index is always set to 0 and it does not let me pick anything up, has anyone els had this problem and if so how do I fix it? Edit: It was my fault I rewatched the video and it works perfectly now, awesome video man keep it up
@hex.vagyok Жыл бұрын
How did you make it work? Can't figure it out. Thanks!
@Blobfish_Sidearm Жыл бұрын
I just redid the tutorial@@hex.vagyok
@hankelliott376511 ай бұрын
I'm having the same issue, what was the fix? I'm also trying to use an item database instead of the item object, but everything else works fine for the most part, it just always has the index at 0
@Blobfish_Sidearm11 ай бұрын
@@hankelliott3765 I just restarted the tutorial and it works now
@smokingham97472 жыл бұрын
Thank you this is amazing
@Wollyver78 ай бұрын
Hello, can you tell me where I change so I can use the "E key" to pick up the item instead of picking up the item automatically?
@Derpwigglies5 ай бұрын
You would have to create an interaction system component and add it to both the item and the BP that is going to pick up the item. You could also just make a press E to pick up widget, then have it get added to viewport through the function On Begin Overlap (Sphere) in the parent Item BP itself. It would look something like this: In the Parent Item BP: On Begin Overlap(sphere) -> Create Widget (E to Pick Up) In Character BP or Controller: Input Action function for pickup item -> Try Add Item function. Rest is the same.
@Wollyver75 ай бұрын
@@Derpwigglies Hello, it's been a while since I finished this tutorial, I managed to do the scheme of picking up the object by pressing E, but I ended up deleting it and starting another project because this one only had the base and I didn't I couldn't continue the project, I don't remember exactly how I did it but it was something similar to this, I managed to solve it with some tips on the unreal forum Thank you anyway
@Derpwigglies5 ай бұрын
@@Wollyver7 I did it through a BP interface. It was super simple. Just attach the interface to the item being picked up and the character/controller picking the item up. Then create a function inside the interface called pick-up or interact or whatever. Leave it blank and pull that function into the item BP and attach all of the logic that's in the on overlap in this video to the interface function. Then, inside the character or controller you attatch that same function to the call when you press the input action. IA_Interact or pickup or whatever you set it too. You can do the same thing, in a more comprehensive way via an actor component as well. You just have to attach the interface/component to both BPs and call function from the character, and have it fire on the Item.
@paveldinh11273 жыл бұрын
Great Tutorial, but I have a question... What's the difference between using Vector2D and your custom Tile Structure ? I didn't watch the whole tutorial series, but It seems it has the same functionality. Anyway keep it up !
@GAMEBR0VIP2462Ай бұрын
Vector 2D structure is composed of floats.
@The_DooDidler Жыл бұрын
Hey I may be too late for an answer but does anyone know what an issue could be if In the function "Is room available" at the "get item index" when it pulls the item object to check is valid, Mine always comes back false and I don't understand why
@AliSarpTanyeri11 ай бұрын
Hey, i had same problem. just needed to check ForEachIndex macro, if every node is connected or adding same values to the loops.
@That_One_NPC_ Жыл бұрын
For some reason I can't find the GetDefaultItemObject in the override of the AK functions. can someone help :)
@addetd99 Жыл бұрын
Change function Access Specifier in BP_Item from Private to Protected
@That_One_NPC_ Жыл бұрын
@@addetd99 yeah I forgot to post the update lol that’s exactly what it was
@yrdai2408 Жыл бұрын
Thank's so much! It helped me too
@migofromthe72 жыл бұрын
item making extra spaces???? not removing? Help?
@lordmaddog60038 ай бұрын
This is great But I am looking to make a more tertius style inventory while this only supports rectangles and squares. How would I go about doing this with odd shapes?
@GoogleWarrior Жыл бұрын
Is it possible to make it so you have to interect with objects to pick them up? instead of walking over them?
@williamquaresma2529 Жыл бұрын
research about line trace and use it instead of On ComponentBeginOverlap(from the sphere collision)
@Wollyver78 ай бұрын
@@williamquaresma2529 If I put "line trace" it will still continue picking up automatically, just as if there was an invisible line on a crosshair. I wanted to be able to press a key for example "Press E" and collect the object And probably the person who made the comment too
@maxbishop4374 жыл бұрын
Hi, woudn't it be a waste of resources having two of the same material Instance? Can the RotationAngle not be set in runtime when rotating?
@ReidsChannel4 жыл бұрын
There is probably a way to set it at runtime but I think having two static material instances is pretty efficient
@ThreeTreeDog2 жыл бұрын
Im having a issue with the function get default Item obj, the item class only lets me select BP_Item_Object not the children of BP_Item.. Im sure I did something wrong somewhere..
@ThreeTreeDog2 жыл бұрын
(Item Class in the Construct BP Item Object node)
@maginowo71282 жыл бұрын
A little late probably, but in BP_ItemObject the ItemClass variable should be Bp Item Class. You probably set it to BP Item Object Class, which is wrong.
@thebasementdweller9944 Жыл бұрын
@@maginowo7128 I know this is a year old, but you're a lifesaver thanks !
@lolaswift111 Жыл бұрын
hi many thanks for the video. Can you recommend the website where you open your bitcoin and Ethereum account?
@EpicNav3 жыл бұрын
is there a way to increase the width between each block without increasing the thickness of the line, the way it's done in Resident Evil Village inventory system?
@VELIR-jw4bb3 жыл бұрын
Good question I need that too :(
@Animefreakotaku3 жыл бұрын
I believe it is called padding or margins.
@kevingeorge83152 жыл бұрын
My IsTileValid Macro is returning False and i have no idea why!
@n8n8n84 жыл бұрын
What's your rule for knowing when you need to create a function? And what's the general guideline that lets you know "this should actually be a macro"?
@ReidsChannel4 жыл бұрын
No real hard rules... I usually create functions for one of these reasons: 1) its a lot of code 2) I need to use local variables 3) I want the functionality to be private. Macros I use for basically very simple functions that are not needed to be accessed outside the class
@peterovari19623 жыл бұрын
Hi! Thanks for the tutorial, but is there a way to save items when I quit the game and reload? I tried to make my own, but I didn't get too far, because the item rotations are always messed up after reloading.
@ReidsChannel3 жыл бұрын
Well there is no quick and simple way. You just have to use unreals built in saving and loading system and figure out what exactly it is you need to save and load for your game
@peterovari19623 жыл бұрын
@@ReidsChannel Okay, thanks for your answer.
@Animefreakotaku3 жыл бұрын
Hey boss! There is a way to do so pretty quickly actually, you just have to do it... A lot. I learned by making an in-game currency with Virtus #Notpromoting. Here is that link. kzbin.info/www/bejne/iXeneaZ5nc18lZY
@peterovari19623 жыл бұрын
@AnimeFreak Otaku Hi! I solved the issue by creating a completely new inventory system from scratch by myself. Thanks for the reply though. :)
@TittleLeej2 жыл бұрын
@@peterovari1962 I know its a year later and you already fixed it, but I figured I'd mention what I think the problem here is incase someone else has issues. The items need to be saved as structs to save them, item objects are being saved as references, and will "reset" whatever you saved, to the default values of the item you originally picked up. So if you pick up an item, rotate it, then save it, if you are using objects to save the item it will reset. If you use structs it will not. I honestly think it's an engine bug
@johndoubleub Жыл бұрын
I do wanna say that even though the logic is sound and blueprints are handy, as complexity increases blueprints tend to be way harder to keep track of and way easier to make mistakes in. Obviously its not an option for everyone but the inventory component logic in C++ code would basically fit on a single screen (I think my 1:1 copy of the inventory component is about 60 lines-ish)
@williamquaresma2529 Жыл бұрын
can you provide a link to a tutorial?
@johndoubleub Жыл бұрын
@@williamquaresma2529 I figured out the conversion myself so there isn't a tutorial to link, I could share my source code though
@williamquaresma2529 Жыл бұрын
@@johndoubleub that would be awesome. Im looking to learn c++ but i have no idea about how a proper code looks
@Blackd0nuts Жыл бұрын
@@johndoubleub Hey, do you still have this code around? I'm trying to do the same but felt a little lost at the "For Each Index" macro. I would gladly look at how you did it.
@johndoubleub Жыл бұрын
@@Blackd0nuts I'd link it here but it'd be deleted by youtube (that keeps happening to me) its on my github, public repo named similar to this video
@PyrateMickey3 жыл бұрын
Mine keeps failing for some reason
@Marcy_CH2 ай бұрын
On UE5.4 i recieve this Blueprint Runtime error: "Accessed None versucht, die Eigenschaft zu lesen Inventory Grid Widget". Knoten: Initialize Diagramm: EventGraph Funktion: Execute Ubergraph Inventory Widget Blueprint: Inventory_Widget Blueprint Laufzeit Fehler: "Accessed None versucht, die Eigenschaft zu lesen Inventory Grid Widget". Knoten: Initialize Diagramm: EventGraph Funktion: Execute Ubergraph Inventory Widget Blueprint: Inventory_Widget Any fix?? Nice work man, great tutorial series
@wil32169 ай бұрын
I have this issue that doesnt let me use the self as a reference can anyone help? Function Is Room Avalible can modify state and cannot be called on 'self' because it is a read-only Target in this context
@ReidsChannel9 ай бұрын
is your function marked as constant?
@wil32169 ай бұрын
Now that all of them are i cant set "IsDirty"@@ReidsChannel
@brim-skerdouglasson Жыл бұрын
"Going to keep it pretty simple, like a AK-47 and a grenade"
@pixys68562 жыл бұрын
My item is not getting destroyd after I collide with it, any ideas where to look at?
@pixys6856 Жыл бұрын
I made it, after 2 years!
@hex.vagyok Жыл бұрын
@@pixys6856how did you made it? followed the tutorials until the end, everything worked fine now i cannot pick up the items (even the master item fails at isroomavailabla). maybe it's a related problem
@GrifChan Жыл бұрын
i scrued up at some part and i cant find the problem, basecly all the items are going to the top left corner and tey overlap, i finished all of the tutorials and these is my only problem, my version is 4.26.2 forguive my ignorance i just want to know what i did rong (yes im still new to Unreal Engine) TwT Edit: Just found out that i forgot to connect "Set Auto Size" to "Set Possition" on the "Refresh" Funtion (Part 3) its finnaly all working tanks so much !!
@neyverh1233 жыл бұрын
Also, I want to ask How do we go about using the item that is in our inventory what do I use?
@ReidsChannel3 жыл бұрын
you can add a "use" function to the base item blueprint, when the item is clicked on in the inventory just call the use function and then the item can do w/e it needs to do when its used
@gamerdweebentertainment16163 жыл бұрын
Object and Actor? Okay cool cool cool... another way to do things...
@gamerdweebentertainment16163 жыл бұрын
@AnkGrooger I mean he used data in seperate form or such
@blakehammock41332 жыл бұрын
What if I want to use an Action Input instead of pickup on collide?
@importsdragon97933 жыл бұрын
Is there a tutorial on how you made the icons?
@ReidsChannel3 жыл бұрын
No sorry. I think I just screenshot the weapons and them loaded them up in gimp and gave them some transparent background. But I honestly dont remember
@importsdragon97933 жыл бұрын
@@ReidsChannel ok thanks for fast reply.
@da_cat4 жыл бұрын
awesome
@zakjj22332 ай бұрын
ty
@Michael_Office888 Жыл бұрын
If I wanted to set this up so I had to hit (E) while standing on top of the item how would I set that up?
@Wollyver78 ай бұрын
It achieved?
@Derpwigglies5 ай бұрын
You would have to create an interaction system component and add it to both the item and the BP that is going to pick up the item. You could also just make a press E to pick up widget, then have it get added to viewport through the function On Begin Overlap (Sphere) in the parent Item BP itself. It would look something like this: In the Parent Item BP: On Begin Overlap(sphere) -> Create Widget (E to Pick Up)
@lolaswift111 Жыл бұрын
can anyone please help with explaining the function IndexToTile. I don't understand the logic, why do mod for x and division for y and what index is doing in this mathi ops. any help is much appreciated.
@ReidsChannel Жыл бұрын
The % operator is referred to as the "modulus operator". It's actually quite simple, its returns the remainder of a division. So for example, 15 % 6 would return 3
@lolaswift111 Жыл бұрын
@@ReidsChannel Didn't expect an reply from you. First all, thank you so so much for creating this series. I understand what mod is but I don't understand why using mod to do the calculation. .Probably this can't be explained in a few sentences. Guess I'll have to go through the video a few times. Just can't thank you enough for tons of effort you put into this series to teach us.♥♥♥♥♥♥♥♥
@ReidsChannel Жыл бұрын
@@lolaswift111 No problem :) if you get out a piece of paper and draw out a grid you can understand it more easily. But basically mod is used to convert an index (which is just a number going from 0 to N-1 where N is the number of slots in the grid) to its column component and divide is used to convert an index to its row component. Like for example if you imagine a 10x10 grid, index 15 would correspond to column 5 (15 % 10 = 5) and row 1 (15 / 10 = 1). Which makes sense cause if you count at 15 slots from the top left of a 10x10 grid you'd get to column 5 row 1 (keep in mind those numbers are 0 based so it would really be the 6th column on the 2nd row)
@lolaswift111 Жыл бұрын
@@ReidsChannel Thanks a lot Reid. That really helped!
@jayblankenship15533 жыл бұрын
hey ive been having issues forever for some reason when i have a 1x1 item it adds it twice?? every thing matches but im doing this in ue5
@jayblankenship15533 жыл бұрын
sorry not just 1x1 add twice but everything , i just tested now with a 2x2 inventory and see that it only allows me to pick up two bc its adding them twice i can see it in the array when i debug
@jayblankenship15533 жыл бұрын
nm my dumb ass fixed it i was sending in two inventory components (the same one two different ways) and it was double adding my bad
@kartikmarandi12 Жыл бұрын
BRO IT 'S NOT WORKING THE (IN TRY TO ADD ) THE OBJECT ITS NOT VAILD TAHT WHY THE HOLE CODE IS NOT WORKING, HELP? 🙂
@srpicles623 Жыл бұрын
The same for me bro
@srpicles623 Жыл бұрын
I solved! I'm making a weapon system that is separated into two parts (like in the MrWhiz tutorial), the weapon and a other actor to collect that weapon, I had done the 49:36 part only on the weapon blueprint, so I did it again on the weapon collect as well and it worked. I don't know if you did it that way, if you didn't, try to replay the whole series videos again, there's probably something that's wrong in your blueprints. Sorry for my english and for the delay, if you will use this.
@kartikmarandi12 Жыл бұрын
@@srpicles623 are you on discord
@neyverh1233 жыл бұрын
does this work with unreal engine 4.26?
@ReidsChannel3 жыл бұрын
yeah, i think i made it in 4.26 but if not then i dont see why it wouldnt work in 4.26
@neyverh1233 жыл бұрын
if you ever read this then I actually figure it out I did not click on valid and made it true thank goodness I can come back to re-watch this video. I'm going to def follow... No Cap
@thedarkfalco15983 жыл бұрын
Very Hard... GG WP next to tutoriel part 3
@HTETyt Жыл бұрын
ok, in "Try Add Item" function, for some reason, the input object is not valid so it does not delete the item. How do I fix that? Edit: never the fuck mind I forgot to connect Construct BP Item Object: Return Value to the Return node: Item Object... UGHGGGHHHHHHH I spent almost 30 minutes trying to figure out what's wrong and it was as simple as forgetting to plug smth in. Finally, I finished the 2nd tutorial and I can go eat now and don't have to dread about a missing piece at night when Im trying to sleep.
@SirFerris782510 ай бұрын
Lol, had the same issue, sitting right in front of my face and I couldn't see it😞
@JudgeConviction8 ай бұрын
had to walk through every single step like 3 times just to find i left the tryadditem true return Boolean as false. I love programming lmfao
@ReidsChannel8 ай бұрын
:(
@JudgeConviction8 ай бұрын
@@ReidsChannel no sad. Only acceptance. This Is the way
@moiseman Жыл бұрын
For the people doing this tutorial, be warned that what he said at 37:17 is factually wrong. Sequences don't wait for the previous sequence to end in order for the following one to start. They simply start one after the other but each one ends independently whenever the computation is over. This could very well create bugs.
@MattMarcinGo Жыл бұрын
This is false. If you look at the docs, Sequence goes in order.
@moiseman Жыл бұрын
@@MattMarcinGo Reread what I wrote. And reread the docs if you really need to.
@user-yn6xr5fd9u4 жыл бұрын
40 minutes in and I have 0 clue what is going on anymore 😅 Great tutorial but super advanced in my opinion :(
@ReidsChannel4 жыл бұрын
Haha yeah it is kind of advanced
@ShaneCurtis17053 жыл бұрын
32:45
@zakjj22332 ай бұрын
18:03 dammn its hard
@_PathOfExile2 жыл бұрын
i reached this part ... at 33:25, and man... this is too much for me (function then micro, then function then macro then go back to the original function) LOL , if every system in UE take that long and efforts to make,,,, blue prints are just un efficient
@HuyPhamChnl3 жыл бұрын
You should explain your atom things like what is "index", "tile", and "room" explicitly
@Animefreakotaku3 жыл бұрын
I don't think you can really explain them better than "they're this."
@DjCtavia2 жыл бұрын
Noice :)
@うーん-s6q11 ай бұрын
9:00 45:56
@Archiewhitehead11 ай бұрын
Did you find a solution? I'm also struggling with this causing the item to be invalid
@Lavonne12 жыл бұрын
Ma 🧠
@user-lf4es6yg9p Жыл бұрын
bro I appreciate ur video, but I had to watch it in 1.5X speed and it still seems like you talking slow.