Unreal engine Inventory Course - FREE Full Course

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  • čas přidán 10. 05. 2024
  • 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!
    Bonus Episode:
    / intenvory-bonus-100356841
    • Inventory Course : Bon...
    Finished Course Project files :
    / inventory-course-99591435
    / @thegamedevcave
    Join the discord for any help you need! : / discord
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  • Věda a technologie

Komentáře • 37

  • @FPChris
    @FPChris Před měsícem

    Very good so far. Looking forward to watching the whole thing.

  • @kmtsvetanov
    @kmtsvetanov Před měsícem +1

    Gold!

  • @todzifushigur0
    @todzifushigur0 Před měsícem +1

    great

  • @NAOYFB
    @NAOYFB Před měsícem

    5 hours sitting on the edge of my seat for my educational dopamine fix for the day.
    Finger nails gonna be fully gone by the time 720p+ is in!

    • @thegamedevcave
      @thegamedevcave  Před měsícem +1

      CZcams is soooo slow with this one im sorry 😭

  • @robertziak7611
    @robertziak7611 Před měsícem

    Im not sure if this is only compilation of already released Playlist of inventory or complete new tutorial. Watched little bit, but you are starting with same stone in both cases :-)

    • @thegamedevcave
      @thegamedevcave  Před měsícem

      yeah this is just the full series uplaoded as 1 long video for people who just want to go through the whole thing at once's sake :) if youre followed along as they came out you wont find anything new here :)

  • @rlb1968able
    @rlb1968able Před měsícem

    Making the introductory on how to do a three D inventory as well for the final product with the ability to equip to different weapons and potions etc

    • @FPChris
      @FPChris Před měsícem

      This is a 3D inventory.

    • @rlb1968able
      @rlb1968able Před měsícem

      @@FPChris I was thinking of something more along the lines of like Resident Evil or rust

  • @flymacseamus3474
    @flymacseamus3474 Před měsícem

    Thank you but... only in glorious 360p ??
    The event graph looks like I'm looking at it from the next room without my glasses on 😅

    • @thegamedevcave
      @thegamedevcave  Před měsícem +3

      youtube is a little slow on processing this one, if you check back in a little bit it should be up to 4K :)

    • @flymacseamus3474
      @flymacseamus3474 Před měsícem

      @@thegamedevcave Dude me and my eyes thank you earnestly 🤓
      And in general let me say I thoroughly enjoy your work: there's something very laid back about your live sessions that make them quite compelling to watch (and obviously one learns tons watching them)

  • @pr1meKun
    @pr1meKun Před měsícem +1

    A few years ago, I switched to Unreal from Unity, but due to a lack of resources or learning materials, I had to return to Unity. By the way good to see you, and I'll try to learn from you.

    • @kellowattentertainment
      @kellowattentertainment Před měsícem

      That's rough. I started in Unity also, but I quickly switched to Unreal because Unity is not it. Unity has more "learning" material than Unreal. But then again, that depends on the game you want to make and where you're looking. I haven't switched back to Unity cause Unreal is it. You need to know where to go to get the stuff you're looking for.

  • @yourstarchan
    @yourstarchan Před měsícem

    I spent a month and I cannot get an answer. Where should I store dynamic data (state) about my item actors while they are in inventory, if keep in mind, that it can be pistol, apple, sword, car key or anything else and everything has their custom dynamic properties some of which are complicated.

    • @thegamedevcave
      @thegamedevcave  Před měsícem

      easiest way to store metadata like that is to add a map that uses string keys (or name keys, which is technically slightly more performant i believe) and add a struct with a few variable types on it. that way you can look for the string "ammo" and read.write to the int variable of that stuct.
      or you coudl store it all as just strings, i've heard some people do that too.. i'm not too sure if that's a good idea though.
      the best way though, which is a little more difficult to do, is to add in an extra Object slot to each itemslot, and if there is metadata you put a UObject that hold specific data in there. but that can get complicated pretty quickly and I am not even sure if you could get that all set up in just blueprint to be honest.
      So, easiest and most straightforward way would be to make that String-struct map where the struct simple has options for a few different types of data. whatever the case, metadata on items is a massive pain to deal with so if you can work around having to implement it (for instance by not having the ammo in the gun, but have the gun just use ammo from the inventory) that's probably a way less headache inducing way to do it

    • @yourstarchan
      @yourstarchan Před měsícem

      @@thegamedevcave thank you for the answer. Now I think about to create BaseItemActor and BaseDynamicData for saving mutable data and override function that adds this object to replicated. So, every class just can use this data object and not required to implement any converting to structure functions or casting from string. I think that this is overhead. But I don't know how to implement it easier. Also I really scared about 8th reimplementation of my item system after I learn the GAS. I heard something about AttributeSets but I'm not sure that I can use it for the inventory system. But I will use it for a gameplay item actor logic. Im frustrated.

  • @SavageLykos
    @SavageLykos Před 4 dny

    No matter what I do I get the error below. I know that its telling me that is is trying to access something that is set to none but I am having trouble fixing it. This started after I created the UI. Please any suggestions would be greatly appreciated.
    Blueprint Runtime Error: "Accessed None". Node: Branch Graph: ForEachLoop Function: Execute Ubergraph WBP Item Grid Blueprint: WBP_ItemGrid

    • @SavageLykos
      @SavageLykos Před 3 dny +1

      Apparently just checking if it is valid and setting the rest to execute on true fixed the issue.

  • @kmtsvetanov
    @kmtsvetanov Před měsícem

    Can you tell me more about the "Index"?
    Is this the position in the array?
    Or the different items ID?
    In the player inventory is it a bug when we have 2 slots with the same index?

    • @kmtsvetanov
      @kmtsvetanov Před měsícem

      did some changes. The "index" is the position of the inventar array. 2 slots with the same index was incorect.
      Now I need to see how to disable left click when drag with right mouse button and the opposite.

    • @kmtsvetanov
      @kmtsvetanov Před měsícem

      Found it. Use both:
      1. Get Effecting Button (left mouse button) With Is Mouse Button Down (Right Mouse Button) and revert them for the other case.
      2. For escape button just add "Cancel Drag Drop" in "BP_ThirtPerson..." graph (After "Set Input Mode Game Only)" when you hide the Inv UI

    • @kmtsvetanov
      @kmtsvetanov Před měsícem

      I've watch this video for 3 days and made it all!

  • @WeirdGoat
    @WeirdGoat Před měsícem

    You need a Saving & Loading system to store the inventory, right?

    • @thegamedevcave
      @thegamedevcave  Před měsícem

      if you want to store the inventory between play sessions you indeed to need to save & load it too, just like any data :)

    • @WeirdGoat
      @WeirdGoat Před měsícem

      @@thegamedevcave I mean you should make one for your audience.

    • @thegamedevcave
      @thegamedevcave  Před měsícem

      @@WeirdGoat i have a video about saving and loading data, saving works the same with pretty much any data so i figure it's a little redundant to add a video about saving in each series i would make : czcams.com/video/6moRggYbAb8/video.html

  • @MasterKatSilver
    @MasterKatSilver Před měsícem

    I like the part where you don't show bug fixing for when something is wrong

    • @thegamedevcave
      @thegamedevcave  Před měsícem

      I am pretty sure I show everything needed. Even having re recorded sections to make sure of that. Where are you having trouble?

    • @MasterKatSilver
      @MasterKatSilver Před měsícem

      @@thegamedevcave
      I fixed it, it was in split stack slot index before the last return node was It didn't make the split and return back to original slot work the slot index should be there but I don't think you did in the video

    • @MasterKatSilver
      @MasterKatSilver Před měsícem

      @@thegamedevcave and there was another thing but I forgot it already

    • @MasterKatSilver
      @MasterKatSilver Před měsícem

      @@thegamedevcave I had an Inventory System with Data Table but I am testing here It seems this one require less coding but there is a better way of coding this system

    • @thegamedevcave
      @thegamedevcave  Před měsícem

      @@MasterKatSilver if you want to change anything about this code, you are of course free to change it to whatever you prefer

  • @user-li7ce3fc3z
    @user-li7ce3fc3z Před 29 dny

    Ну можно find использовать вместо foreach когда нужен только первый подходящий элемент и это выглядит более читаемо

  • @user-li7ce3fc3z
    @user-li7ce3fc3z Před 29 dny

    Конечно переделывать лень и рождаются косяки в основании проекта и потом из за таких ломается весь проект

  • @user-li7ce3fc3z
    @user-li7ce3fc3z Před 29 dny

    Не хакерский а костыль, у кого то может быть очень слабый пк и все не будет работать из за таких тупых решений