Unreal Engine 5 Tutorial - Inventory System Part 6: Widget Setup

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  • Опубликовано: 4 янв 2025

Комментарии • 135

  • @luck02
    @luck02 Год назад +106

    For anybody who's wondering... In the event graph area, Ryan's video shows 'Variables' with references to the widget components with the 'open eye' icon. In versions of UE more recent (I don't know how recent) that will always be closed and won't give you the option to set them anyways. It doesn't affect how the tutorial comes together, but it did confuse me.

    • @RileyMacfarlane-cg3or
      @RileyMacfarlane-cg3or Год назад +2

      cheersssss

    • @Suleyk95
      @Suleyk95 11 месяцев назад +5

      I was actually watching stuff again trying to see what I did wrong. Thanks for your comment, saved me some time.

    • @nooobre
      @nooobre 11 месяцев назад +1

      Im getting the same error. When I was to create InventoryGrid code I've noticed that my variables in InventorySlot were with the 'closed eye' icon. When I pushed the For Each Loop the Create Widget and attached Inventory Slot the variables wont showd up. Any advice ?

    • @alexcunn77
      @alexcunn77 11 месяцев назад +2

      The pins didn't show up for item and quantity so I changed the variables to "expose on spawn"

    • @thoryam2690
      @thoryam2690 9 месяцев назад

      Thanks !

  • @PhoenixGamingGuys
    @PhoenixGamingGuys 2 года назад +9

    Gotta say im liking this series more than the other one, great job. good on you for improving it

  • @erksipa
    @erksipa 5 месяцев назад

    6 episodes in and I'll have to say. This is a very good tutorial. Elegant and well explained!

  • @garygray5107
    @garygray5107 Год назад +1

    your outro has become an expectation at the end of every video i watch haha, love it man.

  • @Bad.At.Guitar
    @Bad.At.Guitar Год назад +3

    ryan this series is fantastic and im working on watching the whole thing. Thank you so much for making this. I just wanted to suggest lowering the volume of your intro, or raising the volume of your voice since the dynamic range is a little far. This video is 8 months old so perhaps youve already done that. Thank you again :D

  • @brucemozart3665
    @brucemozart3665 7 месяцев назад

    I really like your way of explaining things. Great series!

  • @marcomoutinho.gamedev
    @marcomoutinho.gamedev Год назад +8

    I Get (On Debug) IS NOT VALID when I run the game. At 13:20... Can someone Help?

  • @WesleyWeaverPenumbra
    @WesleyWeaverPenumbra Месяц назад

    For people on newer versions of unreal where it won't allow you to change it from instance editable and expose on spawn.
    Create two functions in the inventory slot widget
    GetQTY and GetItemID
    run the begin node to a return node and drag the itemID to the GetItemID return node and then do the same thing for the GetQTY using the QTY
    You can then select those variables inside the functions to select instance editable and expose on spawn and you can then plug QTY and itemID into the widget creation
    If you want slightly cleaner code you can then bind the text to the exposed QTY and get rid of the node that set the text
    You can do the same thing for the texture too if you wanted and just pass the texture into the inventory slot directly from the inventory grid

  • @vizorsnix
    @vizorsnix Год назад

    Thank you Ryan! your tutorials are thorough and easy to follow!!

  • @neversaydiegaming4868
    @neversaydiegaming4868 6 месяцев назад

    Dear Unreal engine, For the love of Development PLEASE ADD SPRITE SUPPORT TO UI!!!!
    Having to convert every freaking item sprite into its own individual PNG rather than just using the Sprite files Is a massive Pain!
    Great tutorial series by the way, way better than most other ones I've tried.

  • @justindavis2013
    @justindavis2013 11 месяцев назад +6

    I've followed this tutorial series from the beginning to this episode three times now and each time I get here, when I press I to call up the inventory menu, I don't see a grid of slots and I don't see the testitem added to it.

    • @rm_dvll
      @rm_dvll 7 месяцев назад +1

      Did you figure out the isssue? I have the same problem on my side

    • @justindavis2013
      @justindavis2013 7 месяцев назад +1

      @@rm_dvll Nope, never figured it out. I've since watched a couple of his other tutorials though and they all seem to have some discrepancy where what he tells us to do doesn't actually work.

    • @andrewk4021
      @andrewk4021 5 месяцев назад +1

      @@justindavis2013 I did the series awhile ago, and again this last week - it still works for me, running on UE 5.4.2

    • @kitsunemusicisfire
      @kitsunemusicisfire 3 месяца назад

      You aren't able to pull up the inventory menu until a future video.

  • @penumbraproductions7516
    @penumbraproductions7516 10 месяцев назад +6

    Hey, so, everything works (i know because the debugging works) and I've done everything correct up to this point, yet for some reason, the image and quantity wont display when I pick up the object.

    • @LizardSquadStudioOfficia-iy8jk
      @LizardSquadStudioOfficia-iy8jk 8 месяцев назад +2

      It's because of the New Update that does not allow that to become public variable. Im investigating on How to fix that

    • @matthewernst1128
      @matthewernst1128 Месяц назад

      @@LizardSquadStudioOfficia-iy8jk did you ever find a fix? I am running into this issue with UE 5.4

  • @beatsaberclipsforme7648
    @beatsaberclipsforme7648 Год назад +1

    at 14:25 my widget doesn't have the correct slots available and i have those slots in my inventory slot, but when it askes for the class it isnt working, any suggestions?

  • @aelfneir992
    @aelfneir992 10 месяцев назад +1

    if anyone was having trouble with the slots not showing up in the grid, make sure that you don't have a canvas panel for the slot or the grid -- my slots weren't showing and I realized by habit I had thrown a canvas panel into both the grid and the slot. See if that fixes your problem (it fixed mine!)

  • @mauricesteeven3661
    @mauricesteeven3661 2 года назад +2

    Hello, is a sequel being prepared for this tutorial? thank you.

  • @Wisp-kp8ln
    @Wisp-kp8ln Год назад +3

    Help, in the inventory grid graph the validated get always fails, i made the inventory component reference editable and expose on spawn but nothing a try works

  • @novafire3446
    @novafire3446 9 месяцев назад

    My slots are not appearing on my menu. According to debugging, the issue is the For Each loop 13:41 not firing the Loop Body, the Validated Get and Clear both are as is the Completed node of the For Each. Its just the Loop Body that wont trigger, and no slots show up even when the inventory successfully adds things to itself. Any ideas what Ive done wrong?

  • @studiobaxter1242
    @studiobaxter1242 Год назад

    So far so good.

  • @RileyMacfarlane-cg3or
    @RileyMacfarlane-cg3or 11 месяцев назад +2

    Hey, Thanks Ryan Laley for these tutorials has been a great help!! Unfortunately thought I have run into an issue, would anyone be able to give me a hand? my inventory slots don't show up when I press I to pull up the inventory, I just seem to get the Inventory grid appear i have tried to go back through this episode and the next one to fix my issue but cannot work out what it would be. Thanks in advance :)

    • @justindavis2013
      @justindavis2013 11 месяцев назад +1

      Hey did you ever figure out how to fix this? I have the same issue

    • @RileyMacfarlane-cg3or
      @RileyMacfarlane-cg3or 11 месяцев назад

      @@justindavis2013 Hello Yes I am pretty sure I was missing a pin connection on one of my functions will just have to go back through the videos as i cannot remember which function is was but i'm pretty sure it was one of the ones inside the inventory system component

    • @justindavis2013
      @justindavis2013 10 месяцев назад

      @@RileyMacfarlane-cg3or Did you find out which function it was? I've gone through that video a couple times and I can't find out where I might have gone wrong

    • @Ampryl
      @Ampryl 10 месяцев назад

      @@justindavis2013 I figured it out in my end, in W_InventoryGrid, at the end of the blueprint, you may have done Add Child, i did that, just needed to swap it out with "Add Child to Wrap Box" instead of just "Add child"

  • @SB-yv8uf
    @SB-yv8uf Год назад

    Thanks for the tutorial, it helps a lot :3

  • @real2late
    @real2late 2 года назад +1

    mate you forgot to add the last tutorials to the playlist!

  • @ademkoluk5047
    @ademkoluk5047 Год назад

    Thank you so much

  • @AyoPunky
    @AyoPunky 2 года назад +1

    i'm having a issue in inventory slot where it keep ging to row not found even tho it storing the apple in the inventory. i followed the video exactly not sure what to do.

  • @Shiny_SSB
    @Shiny_SSB 11 месяцев назад

    what about when you want the inventory slots to be in a specific position, such as when you have an inventory wheel? I have two arrays now, one for content and one for the slot positions. I don't know how to synchronize them.

  • @Vesperse
    @Vesperse 6 месяцев назад +2

    WARNING WARNGING EVERYONE if you come back to this video after experiencing the no item slots appearing in the next episode ep(7)there are 2 things you could've missed 1 you forgot to set your inventory size variable to more then 0 . Or 2 my problem at 16:50 he plugs the clear all children into the get is valid DO NOT FORGET THIS

    • @brixxchu3694
      @brixxchu3694 6 месяцев назад

      how do i set the variable size i cant seem to find it, thanks in advance

    • @Bigbonasty
      @Bigbonasty 5 месяцев назад

      @@brixxchu3694 InventorySystems, event graph, left hand side under variables

    • @alessandrohabegger9325
      @alessandrohabegger9325 5 месяцев назад

      @@brixxchu3694 bit late but: InventorySystem - Variables on the bottom left - InventorySize and change Inventory Size to more than 0. The Slots should show up.

  • @davidw6257
    @davidw6257 2 года назад +5

    Is this in UE5 or UE5.1? It seems a lot of people are having issues with making the "is variable" instruction public.

    • @DangerFishing
      @DangerFishing 2 года назад

      I'm in 5.1 did you figure this out?

    • @lcdcstudios
      @lcdcstudios 2 года назад

      @@DangerFishing having the same issue

    • @davidw6257
      @davidw6257 2 года назад +6

      I just moved on and ignored it, worked fine without being public

    • @Amyleinxde
      @Amyleinxde Год назад +1

      Its basically a visual bug starting in UE5 versions, but u dont need to have the components on "public" to continue, you can just ignore it (had the same problem):)

  • @the_rott0694
    @the_rott0694 10 месяцев назад

    hello this a powerfull tutorial and i want say thank you for this hard job but i figured out an issue i dont know if coming from this episode or after but it looke like open close working but in case or i click on player menu or player grid i lost the controle of TAB button (using it instead of I) my tab start to select each slot one by one so i have uncheck this option from project settings but im unable to close my inventory im stuck in this state, any idea maybe please ?

  • @dylansmith5264
    @dylansmith5264 Год назад +2

    Running into an issue where the W_inventorygrid is not valid on event pre construct, then its valid and not valid on key press.
    Its not adding the slots to grid is the issue im having right now.

    • @andriitheking
      @andriitheking Год назад +1

      Have you fix it? I also have this issue

    • @dylansmith5264
      @dylansmith5264 Год назад +1

      @@andriitheking unfortunately not

  • @timhanrahan6177
    @timhanrahan6177 2 года назад +4

    My widget Icon, button ect are not showing as instance editable by default and I can't set them to be instance editable because they're apparently not public? why is mine different to yours?

    • @Dovahkev
      @Dovahkev 2 года назад

      Having this same issue

    • @notinuse9999-c3y
      @notinuse9999-c3y Год назад

      did you find a fix?

    • @xuanyiliu4369
      @xuanyiliu4369 Год назад

      same problem

    • @Amyleinxde
      @Amyleinxde Год назад

      No need to fix it, i heard its a visual bug in UE5, I had the same problem. Just ignore it and go on, you dont need to have those on public, it works without that:)

  • @julianbridges838
    @julianbridges838 8 месяцев назад

    If your eye isnt opening then you may need this method ==what you can do is in the designer section of the widget, on the variables you want to change click on bind and create new bindings. and promote the return nodes inputs to variables. These variables will be what you change to expose on spawn and instance editable. You then just set these with your break node where required.
    When you get to the part where you need inputs for your inventory slot, they will now appear :)

    • @julianbridges838
      @julianbridges838 7 месяцев назад

      @bill6687 no, so your in the graph view, in the top right (presuming you are using a widget blueprint) it should say graph and designer. click on designer so you go to the widget designing window. This is where which ever variable on your UI you want to change will say Bind. for instance Ryan is using a number in the bottom right of his inventory slot - this will say bind next to the text - as this is what hes changing :)

    • @Alex-mm5pm
      @Alex-mm5pm 7 месяцев назад

      @@julianbridges838 Hey what version of the engine are you on? I tried this on 5.4 and I think I messed up!

    • @julianbridges838
      @julianbridges838 7 месяцев назад

      @@Alex-mm5pm 5.2. should of led with that haha! which part do you think has gone wrong?
      Just tested it in 5.4 and this process still works the same for exposing variables. there might be an issue somwhere else :.

    • @Alex-mm5pm
      @Alex-mm5pm 7 месяцев назад

      @@julianbridges838I'm on 5.4. I think I just messed up the nodes for the return value, does 5.2 have the same issue with 5.3 where charactermovement components get randomly corrupted?

    • @julianbridges838
      @julianbridges838 7 месяцев назад +1

      @@Alex-mm5pm Not sure on the corruption issue but for the return nodes,
      once you click create binding in the designer section,
      just drag off from the return value on the return node
      click promote to variable.
      you can then edit as mentioned above to expose on spawn and instance editiable in the details panel of the variable (right side of the screen).
      Then when you go to create widget, this will now be accessible when choosing that widget :)

  • @itslynk01
    @itslynk01 Год назад +8

    Hi ryan, just had a question, when i make the slot, i cannot edit any of the values since the variable is not public and i do not know how to fix it. Do you know how?

    • @Bad.At.Guitar
      @Bad.At.Guitar Год назад +2

      Hey, i know you posted this a month ago, but if you follow the tutorial perfectly this bug doesn't matter. Drag out the "gets" on the values that are not able to be made public, just as he does, and keep working. Hopefully this helps!

    • @itslynk01
      @itslynk01 Год назад +1

      @@Bad.At.Guitar i figured this out a while ago but thanks for taking the time to reply :)

  • @westonhuett4937
    @westonhuett4937 7 месяцев назад +1

    inversion 5.4 you can not make the widget editable for the border, icon, and quantity. if so can you help?

    • @westonhuett4937
      @westonhuett4937 7 месяцев назад +1

      says variable is not public and will not be editable in this instance of this blueprint.

    • @feliuswyvern7189
      @feliuswyvern7189 6 месяцев назад

      I'm stuck on this as well

  • @joeanrachelmiller6529
    @joeanrachelmiller6529 Год назад +1

    More stream lined BP communications than the last one 👍

  • @swrcPATCH
    @swrcPATCH 3 месяца назад

    BP = BluePrint, BPI = BluePrintInterface, WBP = WidgetBluePrint, check the unreal naming convetion

  • @wildmillardz8934
    @wildmillardz8934 Год назад

    first of all, thank your for the tutorials, however at 13:57 my create widget does not have the quantity or id name for me to connect into the break fslotstruct? i selected inventory slot for the class but still nothing. please help thank you

    • @wildmillardz8934
      @wildmillardz8934 Год назад +3

      ok i figured it out, i missed the steps at 8:26. thanks!

    • @rusameii
      @rusameii Месяц назад

      @@wildmillardz8934 OMG THANK YOU I GOT LOST ON THIS ONE :D

  • @sanzzzen842
    @sanzzzen842 2 года назад

    Hello Ryan, will be possible to have a tuto about top down (how make character switch between -> Orient Rotation to Movement TO Use Controller Desired Rotation with Blueprint (option Character Movement).eg. When pulling trigger on gamepad, the character can turn on 360 with the right stick while aiming always facing the direction as Use Controller Desired Rotation, and when released the trigger the character can be moved as Orient Rotation to Movement (eg like the Ascent game). Don't know if Im clear...Or is it too complicated to explain for a tuto? Thank you for all you tuto so far, clear and easy to understand :)

  • @imetwonn
    @imetwonn 10 месяцев назад

    is it possible to use this for like backpacks so it increases inv space/grid for diff backpacks o no

  • @unrealversum7729
    @unrealversum7729 6 месяцев назад

    If i click something outside the Inventory. I cant anymore close the inventory

  • @dennis.i
    @dennis.i Год назад

    You created InventoryComponent variable in the slot but didn't use it?

  • @emperorscotty
    @emperorscotty Год назад

    lol he said align center but hit streach to center. The align center is at the bottom so much mistake. I have a good eye for alignment cause its critical for producers to align things in MVs, and other advertisements a lot these days so when that was not aligned my alarm went off.

  • @javier.sv89
    @javier.sv89 Год назад

    @ryan laley If I want to add a hotbar at the bottom of the hud, how do I make those slots know that they are part of the player's inventory?

  • @lcdcstudios
    @lcdcstudios 2 года назад +2

    in 5.1 I cannot set variables to public so its permanently disabled and hidden from view

    • @quinn9646
      @quinn9646 Год назад

      did you find a fix

    • @lcdcstudios
      @lcdcstudios Год назад

      @@quinn9646 no

    • @Amyleinxde
      @Amyleinxde Год назад

      No need to fix it, i heard its a visual bug in UE5, I had the same problem. Just ignore it and go on, you dont need to have those on public, it works without that:)

  • @notinuse9999-c3y
    @notinuse9999-c3y Год назад +1

    Everything works great, but I have 1 question. Lets say you have a weapon that takes up 1 slot, but you can have multiple of that weapon, how can I distinguish them? Now they all give the same ItemID so I cant distinguish them. Anyone knows how to do this and can help me? Thanks

    • @z00pac
      @z00pac Год назад +2

      Just make the stack size for that weapon 1

  • @ssneakyandfriends1626
    @ssneakyandfriends1626 Год назад

    anyone have an idea on how to get the inventory to auto-update.
    i ask cause im trying to create a starveio/DST style inventory.

  • @techno2776
    @techno2776 2 года назад +1

    Does anyone know how to delete a "Overlay" without deleting the string inside the Overlay? I have an Inventory-Template and I want to use the Inventory-Slot from this. But I am not able to delete the "Overlay" without deleting everything else. I want to have a Size-Box instead. Same like in this video here. The Overlay is in the Inventory-Slot. But I am not able to put a Size-Box into the Inventory-Slot.

    • @techno2776
      @techno2776 2 года назад +4

      I found it out. I had to copy everything from the size box on and then delete the overlay. Then I could paste into the slot.

  • @КудишинЕвгений
    @КудишинЕвгений Год назад

    13.50.. After pointing to the Widget, variables are not initialized...

  • @DirtyBird01
    @DirtyBird01 11 месяцев назад

    Changing the name in the inventory slot doesn't do anything? And whenever I finish the code for the inventory slot widget and it disappears for him mine isn't disappearing? Anyone help appreciated!

    • @DirtyBird01
      @DirtyBird01 11 месяцев назад

      I didnt have Name set in default Item ID!

  • @thehourman37
    @thehourman37 Год назад

    I'm running into a problem where whenever I pick up an item the first time it correctly says I have 1 of that item. Whenever I pick up another one, it is still in my inventory but says I have 0.

    • @dustinsmith8341
      @dustinsmith8341 Год назад

      In the portion where it says "Add to Stack" you probably have 0 written in the Quantity box. Search around for all those Boxes that say quantity and make sure they have a 1 or w.e in them

  • @lcdcstudios
    @lcdcstudios Год назад

    when I type in the id nothing happens in my inventory slot, anyone else have this issue before?

  • @GamesbyArtemise
    @GamesbyArtemise 3 месяца назад

    everyone having real
    problems and im trying to figure out why my item box keeps resizing every time i leave designer and come back

  • @Ser0zine
    @Ser0zine Год назад +2

    You don't need so many components for the UI but great tutorial

  • @Abc-tx4zr
    @Abc-tx4zr 2 месяца назад

    I cant do this properly

  • @seupyrassic3144
    @seupyrassic3144 10 месяцев назад

    There another way besides cast ?
    I mean By the end of this I feel like there 10 cast Lol.

    • @RyanLaley
      @RyanLaley  10 месяцев назад

      Casts are fine to use as you just getting a reference and storing it. If you don't store it then it is wasteful (also not doing it on tick)

    • @seupyrassic3144
      @seupyrassic3144 10 месяцев назад

      AWh, I understand now Thanks :D
      @@RyanLaley

  • @shifugurugaming
    @shifugurugaming 2 года назад

    I am getting error at the end with Accessed None trying to read property CallFunc_GetPlayerCharacter_ReturnValue"
    Node: Display Inventory

    • @flamedcoyote4903
      @flamedcoyote4903 8 месяцев назад

      Im having this problem, did you solve it?

  • @aufgespielt3768
    @aufgespielt3768 Год назад

    How dump iam be? I try for a couple of days to made a simple text based Inventory System like the old school Final Fantasy Games, but it didn’t work. Every Inventory Tutorial are for 3D Object in the world… but in my opinion it must be very simplerer, but I cannot realized this. 😢😢😢

  • @emperorscotty
    @emperorscotty Год назад

    13:30 idwhy but when i type get content, it doesnt show up.... Update: get content, content is a custom varible. I wish he would not act like all his variables are built in Unreal engine. You should say get custom variable array or get your custom items array instead. Not everyone is going to name the files the way you do otherwise no one can learn a lot in short time if they dont at least make up their own variable names. TT

  • @BastianReds
    @BastianReds 2 года назад

    Sorry if I didn't pay atention but, how do I open the inventory menu?

    • @Surburis
      @Surburis 2 года назад

      He said at the end that thats added in the next tutorial

  • @MrWaddafuxup
    @MrWaddafuxup Год назад

    I've been re-doing your videos play by play and to Episode 1 from Episode 3, everything is perfect with the exception of the minor changes you've made like "FSlot". That said, I want to thank you for what you're doing; however, you've contaminated the airgap between your videos and I can't go any further than that.

    • @napstablook5757
      @napstablook5757 Год назад +2

      You watched the first two videos of an older tutorial series for Inventory System and started this new series with 3rd episode. I advise you to go and check the dates of the first two tutorial videos. This series just started 4 months ago

    • @MrWaddafuxup
      @MrWaddafuxup Год назад

      ​@@napstablook5757 Actually, I made two playlists for each of the series. On top of that, I was checking the thumbnails and etc as I was going through them. I didn't make that mistake. Nor should you ever talk to me again.

    • @napstablook5757
      @napstablook5757 Год назад +5

      Hmm. In that case you definitely made a mistake or you just lack the basic understanding to follow along cause I literally followed this tutorial series yesterday from start to end and faced 0 issues.
      And I'll do whatever I want. You can choose to be ignorant and not listen to people but I will definitely write wherever I want :)

    • @MrWaddafuxup
      @MrWaddafuxup Год назад

      @@napstablook5757 TL;DR -- Your first message to me was a pencil whip statement. Nothing you say has any credibility.

    • @MrWaddafuxup
      @MrWaddafuxup Год назад

      @@napstablook5757 In the meantime, enjoy a mute. You can type, won't see it though. Truly amazing to see people like you still exist. You would think most people by now have enough examples to look at as to why you shouldn't talk out of your ass. And yet, you do. Still. To this day.