In Part 11, we are going to create the store item function. This will allow us to click on an item, select how many we want to store and finally store it.
@@mrrussiantv8492 In the StoreToInventory function replace the 3 AnySlotAvailable Functions that are being called. Do this by getting the DestinationInventory variable and dragging off to get the correct AnySlotAvailable. It hooks in the exact same, just this one pulls the slot info from the destination.
Hello, great video as always. Not sure if this will be explained in a future video but storing all mushroom and then storing all rocks replaces the mushrooms.
Hello! Thank you for pointing this out, I just had a look at it. I've made a mistake somewhere, so I'll look into it. Update: to fix this issue, get the destination inventory, and from that, do any slots available for all of them. I'll do a video on it anyway, but there you go.
Everything Is AWESOME! I'm having a problem with stacks not being removed when I specify anything above 1 but it goes for store and drop so I'm sure I made a small error somewhere. And since next video isn't up I have time to go find it :) Keep going! These are great! I would suggest cutting down 30 min videos into 2 halves for better retention.
Hey, your Inventory system is awesome. Did you have some Crafting system in mind where you can craft multiple items like 7 days to die and with a que? it whould be very nice
I keep getting an infinite loop error when I try to store more than the max stack size. It usually locks up the application with the slider widget still on the screen but once in a while throws an infinite loop error. I've been over it a number of times now and can't find a single difference from what you did. I made the GetDestinationInventory > AnySlotsAvailable change for all 3 instances. If I break the top loop and add a print at the end it prints fine. If I reconnect with the print still there it locks up without printing indicating that UE5 isn't even running the loop. Any ideas? Everything else seems to work perfectly.
@@lisowi. I get an infinite loop error when the first slot of the inventory is filled, and I want to store more items. So, after reviewing, I suspect it might be related to what you mentioned in the comments about the "Any Slots Available."
@@AlmiranteGamesDev I'm assuming you're having that issue where the container data that gets over written?, Go to the Store Function in the BPC_Inventory, and replace the previous AnySlotsAvailable with GetDestinationInventory > AnySlotsAvailable instead.
Hi. I have a small bug. Specifically, when I take something out of a chest and use the “Store” option it replaces the first item with the one I want to store. That is, I have a chest with 5 slots and in it 3 items: Slot_1: item ID: 0001 Slot_2: item ID: 0002 Slot_3: item ID: 0003 Slot_4: EMPTY Slot_5: EMPTY I pick up item 0002 from the ground and use “Store” select whatever amount I want, click “Store” and the chest looks like this: Slot_1: item ID: 0002 Slot_2: item ID: 0002 Slot_3: item ID: 0003 Slot_4: EMPTY Slot_5: EMPTY It doesn't look for the first free slot to store the item there, it just puts it in the first slot, no matter if it's already occupied. On the other hand, if I put the item in (by drag) and take it out by the same method. And then I use the “Store” option it works correctly. I watched the video 3x and did not find a solution.
Store Function Fix: Replace the previous 'AnySlotsAvailable' for all 3 in the store function with 'GetDestinationInventory > AnySlotsAvailable'
I'm a little confused on what all 3 means
@@mrrussiantv8492 In the StoreToInventory function replace the 3 AnySlotAvailable Functions that are being called. Do this by getting the DestinationInventory variable and dragging off to get the correct AnySlotAvailable. It hooks in the exact same, just this one pulls the slot info from the destination.
This time i know what this means lol
Thank you, I really like this system.
Hello, great video as always. Not sure if this will be explained in a future video but storing all mushroom and then storing all rocks replaces the mushrooms.
Hello! Thank you for pointing this out, I just had a look at it. I've made a mistake somewhere, so I'll look into it. Update: to fix this issue, get the destination inventory, and from that, do any slots available for all of them. I'll do a video on it anyway, but there you go.
Everything Is AWESOME! I'm having a problem with stacks not being removed when I specify anything above 1 but it goes for store and drop so I'm sure I made a small error somewhere. And since next video isn't up I have time to go find it :) Keep going! These are great! I would suggest cutting down 30 min videos into 2 halves for better retention.
Hello, and thank you! Double check your functions. Shorter videos are preferred, but in this instance keeping a function to one video was easier.
@lisowi. totally get it. Either way, they're great!
Works fine Thanks
Hey, your Inventory system is awesome. Did you have some Crafting system in mind where you can craft multiple items like 7 days to die and with a que? it whould be very nice
Hello, and thank you! I plan to create a crafting series at some point.
I keep getting an infinite loop error when I try to store more than the max stack size. It usually locks up the application with the slider widget still on the screen but once in a while throws an infinite loop error. I've been over it a number of times now and can't find a single difference from what you did. I made the GetDestinationInventory > AnySlotsAvailable change for all 3 instances. If I break the top loop and add a print at the end it prints fine. If I reconnect with the print still there it locks up without printing indicating that UE5 isn't even running the loop. Any ideas? Everything else seems to work perfectly.
Hello! Great tutorial, but I can't get it to work properly and I don't understand how to do what you mentioned in the comments. Thanks!
Hello! What is the exact issue you're having?
@@lisowi. I get an infinite loop error when the first slot of the inventory is filled, and I want to store more items. So, after reviewing, I suspect it might be related to what you mentioned in the comments about the "Any Slots Available."
@@AlmiranteGamesDev I'm assuming you're having that issue where the container data that gets over written?, Go to the Store Function in the BPC_Inventory, and replace the previous AnySlotsAvailable with GetDestinationInventory > AnySlotsAvailable instead.
@@AlmiranteGamesDev Did you ever solve the infinite loop problem? I am having the same issue.
@@dominicksoldano1532 Hello! No, I couldn't fix it. I'll try to do it another way.
Hi.
I have a small bug.
Specifically, when I take something out of a chest and use the “Store” option it replaces the first item with the one I want to store.
That is, I have a chest with 5 slots and in it 3 items:
Slot_1: item ID: 0001
Slot_2: item ID: 0002
Slot_3: item ID: 0003
Slot_4: EMPTY
Slot_5: EMPTY
I pick up item 0002 from the ground and use “Store” select whatever amount I want, click “Store” and the chest looks like this:
Slot_1: item ID: 0002
Slot_2: item ID: 0002
Slot_3: item ID: 0003
Slot_4: EMPTY
Slot_5: EMPTY
It doesn't look for the first free slot to store the item there, it just puts it in the first slot, no matter if it's already occupied.
On the other hand, if I put the item in (by drag) and take it out by the same method.
And then I use the “Store” option it works correctly.
I watched the video 3x and did not find a solution.
Hello! To fix this, do GetDestinationInventory > AnySlotsAvailable. Replace the other 3 AnySlotsAvailable with that, and should be good.