Unreal Inventory System Course - #10 Chests

  Рет қаралды 317

The Game Dev Cave

The Game Dev Cave

Ай бұрын

Many of our games will require some sort of inventory system! And let me tell you, there are too many ways to count to make something like that but today, lets take a look at how you can get started on building your own inventory system!
This episode's project files:
/ unreal-inventory-10237...
/ @thegamedevcave
Full course :
/ inventory-series-10031...
• Inventory FULL COURSE ...
Bonus Episode:
/ intenvory-bonus-100356841
• Inventory Course : Bon...
Finished Course Project files :
/ inventory-course-99591435
/ @thegamedevcave
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Пікірлер: 3
@BucksterZa
@BucksterZa Ай бұрын
HI, really enjoying your content . I have come across a bug though. If you drag with left mouse into the same panel/slot as it was in ,the item would disappear. I think the bug comes from the ItemSlots Blue Print-> Merge stacks -> Set Array Elem where we have left all the nodes blanked off. A work around I have found was to create a local var Bool {SameSlot} Have the source and target indexes from the break inv_Slots - > == set the bool into a branch with false going to the "blank" Array Elem and the true to an array elem that is connected back to the Source Break. Is there an easier way than this that I cant see ? Keep up the great work !
@thegamedevcave
@thegamedevcave Ай бұрын
probably the easiest fix there yeah, could maybe also check if the inde of the slot you're trying to merge with is the same as the index of the slot you room the items from, if it is, just cancel drag drop operation but that's pretyt much what you seem to be doing too. I personally ended up replacing the drag and drop system with a much less bug prone click system (like most games actually have) oon the parteon exclusive bonus episode. but to give you a general rundown of how that works, whenever you click, instead of starting a drag drop oppertation, it spawns in a new widget that hold jsut 1 item slot and that widget follows your mouse around on even ttick, when you clcik on a slot, the system checks if this widget exists, if it does, it places that "hoverslot" into whatever you clicked on, and if no " hover slot" exists yet, it takes the slot you just clicked on , makes a "hover slot" from it and empties the original slot. so with that, you don't get bugs surrounding being able to remove or potentially duplicate items because they don't exist in 2 places at once like they do in the systems used in the tutorial series :)
@Warl89
@Warl89 Ай бұрын
Hi @The Game Dev Cave, i followed your script and tutorial in your vid from 1 year ago 'How to Make A Randomly Walking A.I. in Unity'. There seems to be something buggy with the AI navigation because sometimes it works properly, other times the enemies don't move at all at the start of the game. Restart the game and now they chase you but they don't attack and so on. Other times the enemy was only moving untill it reached the 0 xyz and then it stopped... I really hope there's a fix for that, i only need my game to be set up like you show in your tutorials but i can't even have that :(
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