Unreal Inventory System Course - #3 Adding and Removing Items

  Рет қаралды 971

The Game Dev Cave

The Game Dev Cave

3 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!
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Пікірлер: 9
@RevolverShot
@RevolverShot Ай бұрын
jo chief got a question. well its all working fine and i really like your tutorial series. the problem is, the item i chose is not showing up but i did the add item and also checked the add function 100 times. u have a clue what it could be?
@thegamedevcave
@thegamedevcave Ай бұрын
strange issue, i'm not sure what's happening there but it sounds like your add item function might be running inside of a for loop or something maybe?
@RevolverShot
@RevolverShot Ай бұрын
@@thegamedevcave i dunno :O
@MyBroWithValorant
@MyBroWithValorant 3 ай бұрын
Great tutorial. I opted for a data table system because of item instantiation. When you edit a data asset, that changes the value for every data asset, meaning something like an ammo value for a weapon will not work with dynamically instances items. Will there be a solution to this issue in future videos?
@thegamedevcave
@thegamedevcave 3 ай бұрын
with this system you don't edit the data assets themselves. The data assets are used as read only object in this system, things like the amount of ammo you have is stores in the inventory slot instead. The same way I imagine you have to do with data tables, since those as a whole are read only assets too (you can't dynamically write to them). if you get a lot more complex with your items (giving them meta data like enchantments and stuff) you can add an extra object to the inventory slot struct that can hold arbitrary data. But this series doesn't get in that deep.
@MyBroWithValorant
@MyBroWithValorant 3 ай бұрын
@@thegamedevcave Yeah, I ended up creating an item struct with a string map for unique attributes and using it in a data table as a read only template.
@thegamedevcave
@thegamedevcave 3 ай бұрын
@@MyBroWithValorant that's a pretty good workaround! do be mindful that reading (specifically comparing) strings is a pretty costly operation to do though. I doubt it's the kind of thing you'll have to do every frame/ multiple times a frame. if you set it all up in a clever way you'll probably only have to read from it every once in a while so it won't be a problem :) still, good to be mindful!
@kellowattentertainment
@kellowattentertainment 3 ай бұрын
When adding the item to the inventory, why didn't you just get the total quantity of the items instead of adding the items one by one?
@thegamedevcave
@thegamedevcave 3 ай бұрын
it makes some of the math later easier when merging together stacks and buying items from shops. It's not exactly optimal but it's also a very simple operation to doing it a number of times (unless you're stacking millions of items) won't actually matter and those systems become a lot less painful to program as a result. ideally, what you probably want is a simple "Add X: function as well as the "add 1" function that we have now though.
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