Inventory Course : Bonus video - Replacing drag drop with Clicking

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  • čas přidán 9. 06. 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
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Komentáře • 11

  • @kmtsvetanov
    @kmtsvetanov Před 24 dny

    Nice. More inventory videos. Thank you 😊

    • @thegamedevcave
      @thegamedevcave  Před 24 dny

      decided to publish this video,, which was initially a members/patreon bonus video now since i will be doing a follow-up series on the inventory later this summer :)

  • @789alizaidi
    @789alizaidi Před 24 dny

    amazing. this is real preem

  • @Jackroutube
    @Jackroutube Před 20 dny +1

    Can you please show us how to add separate slots that only set categories can be placed in for weapons also when it is assigned to said equip able slot it attaches to a set bone or socket ?

    • @Jackroutube
      @Jackroutube Před 20 dny +1

      I’m new to unreal and made a inventory system by following a tutorial that used a vertical box and you had to manually assign it to the equip able slot by doing this it applied the selected item it a set bone / socket. Using the knowledge I learned I made my attack system around that. But the only down side to that for me was not being able to auto assign slots and drag and drop things around the ui. So I decided to follow your guide which so far has worked great and was exactly what I was looking for, my only issue now is I have no clue how to add a equip able slot to this ui. Because I can’t do this I can no longer assign my sword to my custom socket meaning I can no longer use my attack :(. Have you please got any tips on how I can go about solving this issue ? I would also love to see you cover this in a future episode. Regardless of my issue I thank you for this very handy guide ⭐️⭐️⭐️⭐️⭐️

    • @thegamedevcave
      @thegamedevcave  Před 17 dny

      yup, but it'll be a while before i get to that. I uploaded this video so my whole inventory series will be completely up for free once i start the followup series later this year that'll dive into more in depth things like item subclasses, hotbars, item meta data and so on :)

  • @Lilium___
    @Lilium___ Před 12 dny

    Great series!
    One issue I have is about runtime variables like durability.
    You can add the max durability to the data asset, but you can't set the current durability as well, as its shared by all instances of that data asset.
    I could add them to the inventory struct, but then I would lose the inheritance advantage and every item would have something like durability.
    Do you have an idea, how you can add runtime data like current magazine ammo, durability, etc. to a data asset driven inventory, that still keeps the inherited structure ?

    • @thegamedevcave
      @thegamedevcave  Před 12 dny +1

      yeah, dont try to edit anything about the data asset itself while data aseets can be changed on runtime, you should really treat them as assets, not just blueprints, you wouldn't try to change data about a static mesh for instance either, same goes for data assets. instead metadata like that should go into the itemslot. i'm working on a followup series that'll include some metadata stuff like durability.
      For something like durability speficailly, i'd probably just put that as a variable on the slot itself. and disable it when it hold an item doesn't have durability. For other kinds of metadata i'm working on setting up a ssytem that uses custom Objects that can hold any amount of data of functions you want :)

    • @Lilium___
      @Lilium___ Před 11 dny

      ​@@thegamedevcave
      I'm looking forward to your video about it.
      For now I'm trying an approach using a blueprint of type object, which also has the usual inheritance set up (item -> equipment -> weapon).
      The object has an attribute for the data asset and the equipment has an attribute for durability and the inventory struct has the object instead of the data asset.
      Feels a bit clunky too though, and I'm not sure if I'll get issues with that approach later.
      Like I already noticed, but both my approach and probably yours too has an issue with metadata for each item of the stack, as it saves metadata for the full stack and not one item.
      If you have something like a health potion with multiple uses but also stackable, I'm not sure how it would work with either approach .. besides making them non stackable to begin with, or move the one that does not have all uses left to a new slot and make it unstackable :/

    • @thegamedevcave
      @thegamedevcave  Před 11 dny

      @@Lilium___ i can't think of many games where items with metadata are stackable in an inventory system honestly. Probably for this exact reason.
      an item slot usually is just a reference to an item with a number telling you how many of that item there are. if each item needs to actually be it's own individual thing, each slot needs to turn into an array instead. But i also dont think you'll want to do that because if each item in a stack is unique, how does a user interact with a specific item in that stack? If items have different behaviour, it's probably better for the user too if they don't stack so they can acces "potion that heals 50 health" speratly from " potion that heals 100 health" . combing those within 1 stack will probably lead to game design issues rather than programming issues. which is why i dont think you see this type of unique item stacking that much in games.

    • @Lilium___
      @Lilium___ Před 11 dny

      @@thegamedevcave
      Yeah I think that's what it comes down to in the end.
      I've seen some games that let you stack weapons with full durability, but then again you can only equip one weapon (and not a stack), so the metadata of the stack will never be updated, only one item at a time, when its equipped. Having an array of metadata, one for each item of the stack can solve that, but as you mentioned that can be very clunky for the user. Technically if you have a cake that can be eaten 6 times, you can make it stackable and just subtract one after every 6th use. But good luck implementing that without making the whole system clunky. Thanks for the input, I'll stay with non-stackable items with metadata, otherwise it will just get too complex for almost no gain.