hi, I didn't follow the whole process so I could say something wrong, but I saw that at a certain point he had the character's states inserted, try to see if that's what gives the error
Can you make a tutorial on how to have have an inventory / hotbar that supports multi slots? Like having 2 pistols or 5 melee weapons and if you repeatedly press a key it switches through them. Thats really important for survival type games but i cant seem to find anyone who does this. Everyone just does a backpack system with drag and drop but no one covers multi slots. Not even templates on the unreal engine marketplace. Such an inventory also should have a proper "unequipped/fists" mode so you are able to defend yourself if you lost all your stuff after a revive or when starting the round
Incredible guide thanks! Will you be doing a sequel with a new game animation sample? For example, separate slots for weapons and slots for various items/backpacks in the likeness of Dayz?
I can't connect the ID from the Break into a not equal (!=). I tried using the "text not exactly equal to" but it fails to proceed coming back with the error "The current value of the B pin is invalid: 'B' in action 'Not Equal Exactly (Text)' must have an input wired into it ("by ref" params expect a valid input to operate on.)
I'm not sure what went wrong the images load correctly when I have something equipped, but it seems the quantity always shows 1x on every box even on game start.
Thanks! Have I missed something or? When I equip the rifle/pistol it doesn't change the animations? Edit: If not: how do we complete the loop? Like, use rifle anims when aiming with a rifle etc? we have our Overlay states in the animBP done but they're not called when you equip a weapon.
Hello, I would like some assistance. I keep getting this error and I have been following the tutorial since the beginning of the playlist. I've been trying to figure this out with no avail. Blueprint Runtime Error: "Accessed None trying to read property AC Invenetory". Node: Fill Graph: EventGraph Function: Execute Ubergraph WB Hud Blueprint: WB_Hud
Hi, I have a problem, maybe someone has the solution. the position of the quickbar is different depending on whether I play as a client or as a Standalone. if you set it from Standalone Client it goes out of the screen. this could cause nasty bugs that are difficult to fix
Hi, I'm going around in circles, I haven't understood for hours, at the end of the video, I only have one slot, I can't understand what I missed, please help me
Is there a way I can temporarily update the slot thumbnail after pressing a key? I have a bomb image for when I pickup the bomb, but after I throw the bomb I'd like it to switch to a detonator thumbnail in that slot until the item is dropped or detonated. Is this possible with the multiplayer inventory system?
Just create a new item in the data table called "detonator". Then after you throw the bomb you "Give" the detonator item to the player using the inventory component. Yes its possible on both systems.
Definitely, the best way to visually manage inventory on UA-cam, thanks dude!
Thank you author for the tutorial. As always, it's great🌹
I am really looking forward to the continuation of the tutorial, there is a problem with the aiming animation
Hello, I followed all your tutorials from the beginning but now when I aim with a weapon the aiming animations no longer play. is it normal ?
Bro the same problem, I will wait for a mini explanation about it
hi, I didn't follow the whole process so I could say something wrong, but I saw that at a certain point he had the character's states inserted, try to see if that's what gives the error
Have any of you found how or need explaining? I already solved that it's quite easy
Can you make a tutorial on how to have have an inventory / hotbar that supports multi slots?
Like having 2 pistols or 5 melee weapons and if you repeatedly press a key it switches through them.
Thats really important for survival type games but i cant seem to find anyone who does this. Everyone just does a backpack system with drag and drop but no one covers multi slots. Not even templates on the unreal engine marketplace.
Such an inventory also should have a proper "unequipped/fists" mode so you are able to defend yourself if you lost all your stuff after a revive or when starting the round
Incredible guide thanks! Will you be doing a sequel with a new game animation sample? For example, separate slots for weapons and slots for various items/backpacks in the likeness of Dayz?
This tutorial series is 🔥. Thanks so much for it!! Will you continue releasing new episodes? 🙏🙏🙏
I can't connect the ID from the Break into a not equal (!=). I tried using the "text not exactly equal to" but it fails to proceed coming back with the error "The current value of the B pin is invalid: 'B' in action 'Not Equal Exactly (Text)' must have an input wired into it ("by ref" params expect a valid input to operate on.)
I'm not sure what went wrong the images load correctly when I have something equipped, but it seems the quantity always shows 1x on every box even on game start.
how would i make it so you can only stack one item per slot
Thanks! Have I missed something or? When I equip the rifle/pistol it doesn't change the animations?
Edit: If not: how do we complete the loop? Like, use rifle anims when aiming with a rifle etc? we have our Overlay states in the animBP done but they're not called when you equip a weapon.
continue inventory till you finish it will be fixed
Would the weapon pickup from the weapon tutorial work in this or would it take more coding to get that to work?
Hello, I would like some assistance. I keep getting this error and I have been following the tutorial since the beginning of the playlist. I've been trying to figure this out with no avail. Blueprint Runtime Error: "Accessed None trying to read property AC Invenetory". Node: Fill Graph: EventGraph Function: Execute Ubergraph WB Hud Blueprint: WB_Hud
Hey there, please join our discord and share some screenshots and we will be able to help you better.
@nativecoder thank you will do right now
Hi, I have a problem, maybe someone has the solution.
the position of the quickbar is different depending on whether I play as a client or as a Standalone.
if you set it from Standalone Client it goes out of the screen. this could cause nasty bugs that are difficult to fix
Hi, I'm going around in circles, I haven't understood for hours, at the end of the video, I only have one slot, I can't understand what I missed, please help me
its OK i have resolved my problem but now animations are not played , i can continue , thx bro
Is there a way I can temporarily update the slot thumbnail after pressing a key? I have a bomb image for when I pickup the bomb, but after I throw the bomb I'd like it to switch to a detonator thumbnail in that slot until the item is dropped or detonated. Is this possible with the multiplayer inventory system?
Just create a new item in the data table called "detonator". Then after you throw the bomb you "Give" the detonator item to the player using the inventory component. Yes its possible on both systems.
@@nativecoder Thank you so much!
Is this series going to continue?
Yes! Next video is yours bro! ahahah
I feel like a weapon wheel would be better
Has it happened to anyone that their thumbnails look like a white box even though they set the textures the same way as in the video?
forget it, I already solved it
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