Unreal Engine Inventory Tutorial: Create / Update Inventory

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Hello everyone. This is a quick Tutorial, how to create an Inventory System.
In this Part we create the Inventory and pick up Items.
I used the Version 4.27.2 of the Unreal Engine for this one.

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_USING UNREAL ENGINE v. 5.0.3_

If anyone is worried about trying this tutorial with this version, I'm on Part #6 and haven't run into any differences between v. 4.27.2 that Seredias is using and v. 5.0.3.

kingwrightdev
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Thank you for the awesome videos!
If anyone is looking to use this playlist, I did in 5.3.2 & First person and it all worked for me. Here is some tips and things I came across while working through the first few videos (I only needed the first four)
First Part
- when typing in search, turn off context sensitive as somethings wont show up that he searches up right away
- if your shape sizes aren't looking accurate to his, top right corner were it says "fill screen", click and hit desired
- at 15:52, input action inventory is not in unreal anymore but you can type in input and put any key you want in order to open the inventory, just an example placeholder
- for the int - int, just type in "subtract" or "multiply"
- if you are having issues with your thumbnail not showing, go to update inventory and make sure cast item slot is plugged into set.

Second
- "Equal text" doesn't exist, I used "Equal Exactly case insensitive(text)" and it worked
- It wont work once you finish the video, if you go to part three and got to 4:00, you must add this in order for it to work

Third Video
I only did the first part, no issues.

Fourth Part
No issues

I ended up going into my first person character and adding the add to viewport at the end of event play (showed at the end of the hot bar video) because I wanted the inventory to also be my hot bar. All worked for me so far!

shaylinkc
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SIR, I FOUND OUT. MOST OF UNREAL ENGINE 4 TUORIALS IN YOUTUBE IS REALLY OLD, SO THE PEOPLE WHO IS EXPLANING IS USING OLD VERSION OF UNREAL ENGINE . THEREFORE, MOST OF THIER TUTORIALS DID NOT WORK WITH ME., BUT YOUR TOTORIAL WORKS WITH ME BECAUSE YOU USE SAME UNREAL ENGINE 4 VERSION I USE. THANK YOU VERY MUCH

nassergreatdeveloper
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Dude, thank you so much! Your tutorial and English are extremely clear and just cool!

suffusedwithblack
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this channel is really awesome i could really learn something from here. I love this Thank you Sir !!❤❤

sinchannohara
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Very nice video tutorial! This tutorial is still relevant for Unreal Engine 5.0.3.

my
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Hi there, I know this video was posted a long time ago but I have an issue where everything is set up, but pressing the interact button on the item doesn't A) Destroy the mesh or B) Add the thumbnail to the inventory. I have no errors in any blueprint and I am using interactions I had previously set up and work for other systems in my project. I've gone through and debugged by redoing the video twice as well. The rest of the inventory system works just fine it's just getting the mesh into the inventory.

erinschneider
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Hi Seredias, I followed your tutorial as far as 15:53 where you add the action event "Inventory" to the event graph. However, when I try to write inventory, that option (inventory) doesn't show up.
I'm using Unreal Engine 5 unlike you, but as far as I can tell I've followed every step you have done correctly (as well as someone on a beginner level can judge).
I've done a lot of googling, and have tried different things (like adding a custom event, but I can't get that to look the same as this action event in the video). However, I'm still unable to get it to work. Do you have any advice on what the problem could be, and the solution to it? Thank you.

haalangcovers
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yes, I try it in new project and it's work but when I create it in my game then it's not working (my engine version is 4.27)

KingHydra
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wow. ı will try this hope it works looks amazing bro. thanks

arifcakr
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I have a very strange issue when "Set Brush Resource to Texture". If I promote the Normal to a local variable first L_Normal and then set the brush, it doesn't work. only directly connect the Normal pin to "Set Brush Resoruce to Texture" works. I can confirm that there is no flow issue, no compile issue. I also tried promote Style to a local variable first, then connect the Normal pin directly to "Set Brush...", also not working. Looks like there are some internal issues from the bluerpint system. Any idea? thanks

lolaswift
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Thank you very much for this tutorial!
Please let me ask you a question about the variable "Index" used in ItemSlot at 14:00
Why is it knowing the clicked index number when the event OnClicked is triggered?

As far as I know, the variable "Index" is set only in the UpdateInventory function of Inventory Widget and there it is just setting the index number of ForLoop (Looping the inventory elements), so it would be the last index value of Inventory after the execution of UpdateInventory (ForLoop).

I am not really sure why "Index" used in OnClicked event of Thumbnail button can know the index number of clicked slot. Actually it returns the correct index number when I clicked on the item slot. As far as I know, there is no procedure to set its value when the thumbnail button is clicked.

Could you please give me an advice for this question?

radio
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hi I have a question I follow your tutorial completely but when I click on thumbnail the thumbnail is not disappearing 19:24

KingHydra
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Hi, I have a question, in minute 6:23, in the part qhere you are taking an other one, its called (Int - Int), in teh last version of UE5 i cant find it, what can I do? Thanks and great video, when I resolve this I will follow to the next ones.

christianrichardr
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@3:22 The size box doesn't actually change size (and neither does mine), but you make a cut in the video and it has magically resized...?

Mizzo_Frizzo
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Trying to figure out why you would need to divide the index by six, then multiply it by 6 then subtract it from itself. That would always = 0 if I'm not mistaken. For example, index is 1 / 6 = 0.16666. 0.16666 * 6 = 1. 1 - 1 = 0. Try it with any number. Every number I have thought of to try it against always ends up equaling 0. Couldn't see a reason behind it so any help understanding that would be greatly appreciated.

gamedesignguy
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I've been trying to make my inventory only 10 Squares long. But in the "Create Inventory" around the 9:00 mark, I've tried all sorts of combos of changing values and unplugging rows or columns and I can't seem to ever get it right. The closest I got was 11 Squares. But Even if I set division node to 9 (because I assumed maybe 0 counts as 1) nothing changes.

drewwitt
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Hi Seredias! First of all thank you so much for those clear tutorials that are still very relevant two years after you made them :D I don't know if this issue has been adressed before, but after following all the steps until about 19 minutes into the video, when I try and see if the whole process works correctly i only get a big empty rectangle (I guess the Inventory Widget we set earlier) that opens when I press the inventory Key that I set, along with this error message when I close the simulation: Blueprint Runtime Error: "Accessed None trying to read property Grid". Node: Add Child to Grid Graph: CreateInventory Funtion: Create Invenotry Blueprint: Inventory
+ The slots don't show on the rectangle either :( neither does the image I picked to show in the inventory at like 4.40 or something
I've been through the tutorial twice again and can't find the mistake I made... I'd be thankful if you could help me out! Thank you and have a good evening

bejitatakami
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Is it possible to use Blueprint interface system for this exact inventory system? (Meaning to pass thing between widgets and player/npc's) Or is it actually okay to use "cast to" in this?

andrewsneacker
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Could you help me with my problem? When I pick up one item, the thumbnail appears in all of the slots instead of just In one slot.

HugoSavaria