For those on 5.3, when creating a new player controller, be sure to copy the "begin play" code from the previous player controller so that you can move around and whatnot. This is related to the new "enhanced input local player subsystem" that deprecated the old action mapping system.
Instead of binding a key to i for example if you want to use the IA input system you can, Inside the On key down. get enhanced input local player subsystem from that query mapped keys to action then set your input action for me its IA_Inventory. Put that into a for each loop, From the In key event on the On key down function pull a Get Key node. Compare the return value to the array element with a == node and then put that into a branch before doing remove from parent.
Not a video but hope this helps First go to the On key Down function created in the video. Now right click and type in "enhanced input local player subsystem", then drag off the blue pin and type 'query keys mapped to action' on the left hand side select your inventory action for me it was "IA_Inventory" That returns an array of any keys mapped to the specific action so for example as the video did I and the special key on the controller. Then drag off the return value and look for the node "Contains" The Contains node should replace the equals node he used with the I key and any other key. So to Recap. On Key Down function .get key. Contains ( which has the described Query keys above it). Branch. Remove from Parent. Return. @@travelmidgard
Hi, great lesson. In "My Player Controller" -> Event Begin Play -> Create W Player HUD Widget -> "Owning Player" is not connected -> you need to connect "Get Player Controller" otherwise there will be an error. Maybe I corrected it in further videos, it will be useful for those who are watching now.
i just started learning unreal 2 weeks ago, and i found your channel after getting frustrated trying to follow an inventory system tutorial by another youtuber and kept getting bugs and issues (quit on video #5), and often found steps not explained in their videos. by contrast your tutorial is well organized and easy to follow and i've had no bugs and already here at video #7. i'm considering joining your patreon. keep up the great work.
There is a error at 3:22 . When you display the W_PlayerMenu, you create a new widget each time you call the method. But when you exit menu, you just do RomoveFromParent(not actually destroing it). That is wrong. You should check it the widget allready exists, and add the existing one back to the HUD. Great tutorial thought. Keep up the good work!
That's because the inventory is only updated when you create it, so if you just add the existing one, new items won't show in the inventory. I've tried.
@@Redvil01 He is correct on this error. And you should be able to update the inventory any time it is opened either way. Technically you do not want to just keep creating inventories. That is a major issue.
Didn't think personally the Event destruct was the best way to go so I setup a bool on whether the menu was displayed on the player controller true or false'd it to hide or display the inventory then set the menu as displayed or not displayed in the bool, just thought it was better to gate it then on destruct which was giving me inconsistencies when I hit the key quickly.
hey, how exactly youo do that? after display inventory in the pre construct you add a bool 'Menus is displaying' to true? what should i do next? sorry for noob question thx
@@davidosrs6978 I did it in the Player controler on input action inventory pressed, I just created a bool called is menu displayed? Branch true >hide menu >Set is menu Displayed=false, False >Display player menu> Set is menu displayed True. Probably a downside to doing this I haven't ran into yet, I am a little rusty myself have not touched Unreal in 5 months, half following tutorials tacking on what I prefer trying to get back where I was, still running into lots of issues myself picking up container replication but im sure ill get back there soon. the important thing is to start to understand the concepts rather then just the A>B in these tutorials, debuging with print strings, how you can gate with bools, use for loops in arrays, casts etc.
7:50 why are we hard coding the "I" key to remove the inventory widget, isn't the whole point of an input event so it can later be changed by the player? Is there another way to do this? Why can't we do a flip/flop on the player controller or something?
When I open my inventory, I have to press the open button twice (after the first time that I open my inventory). Do you happen to know why this is happening?
If you pick up an item while the inventory is open(can't do it if you disable controls though) the inventory isn't updated. Unfortunately this inventory system wasn't designed for allowing actions while the inventory is open, which is useful for a game with any kind of action.
Mine isn't popping up the slots when opening the inventory, im at 9:20... i'll look through again and see if I messsed something up, but I don't know what it might have been
had the same problem,. If yours is (was?) like mine, then it is because in the InventoryGrid Widget the EventPreConstruct fires before the DisplayInventory Event. Which makes sense, because when we call the inventoryGrid Widget via the DisplayInventory function, the widget gets constructed before the DisplayInventory fires, since its a PREconstruct. I solved it by just putting a DelayUntilNextTick Node between EventPreConstruct and IsValid (InventoryComponent). This causes the DisplayInventory Event to fire first so InventoryComponent can be set before the PreConstruct Event tries to validate it. Otherwise the Validate is invalid, thus nothing happens and it doesnt create the slots.
@@TruixBeams actually my previous comment is wrong. Fixed by simply connecting the output of the removeChildren node to the validate node and it works fine.
Those getting stuck on the Keybinding I section at the 8min mark where player controller isnt connected I just added get player pawn to the target of get player controller and this allows for the function to work as intended
We set an input action for opening the menu but then we hardcode the keys for closing the menu to be I or Gamepad Special Right. Wouldn't it be better to also use the input action for closing the menu?
Год назад+2
Exactly the same problem for me. I tried different technique, and unfortunately, I can't find a way to use input action for that. This causes an issue, if the player changes the mapping of the keys in-game, he will always have to call the key that has been hardcoded.
@ Well you don't have to do everything the exact same way as this guy. You can set the key to a variable if you want to be close to what he did. But in general, you can do a simple flip flop in your player controller and call another event in the HUD. Instead of destroying the widget in the player menu you can destroy the widget in the HUD. That way you are using the same input action. Maybe even better to just hide it instead of destroying it and creating it again every time but that's up to you. And you don't need to worry about it ever creating multiples of itself and player does need to stop while using inventory. Its better to do it like that, not sure why he used the other way but then again, it's all relative, I guess.
For anyone who wants to do this dynamically, go to player controller BP, promote the key output of your "InputAction Inventory" event to a variable, set to the key that is output, then go back to your Player menu widget, and add Get Player Controller, Cast To Player Controller BP and then get your key variable from here and compare it to key that is being pressed.
If anyone runs into not being able to spawn the menu, just make sure that in World Settings, you change the Override Game Mode to be your Custom Gamemode
Great Tutorials. I used a popup widget on my wrist and no HUD. Everything work except no apple pops up in my inventory. As in previous tutorials when i hit #1 it shows that it was picked up but when i open my inventory, nothing is there. I think I missed something you did with the HUD that finishes the connection that I am missing. I tried leaving the Item ID as apple and still nothing in my inventory. Seems to me the slot is not talking to the inventory grid. Please help 😊
Hi all, on 4:42 he opens up the inventory and has 16 empty slots in it. I followed the tutorial so faar but I have no slots in my inventory from default/ have no elements added to the arry. Can somebody help me where I missed something or if anybody ran into the same problem.
I get the error: Blueprint Runtime Error: "Accessed None trying to read property HUD". Node: Add to Viewport Graph: EventGraph Function: Execute Ubergraph My Player Controller Blueprint: MyPlayerController. I added get player controller on owning player in the myplayercontroller bp. any help?
I'm getting an issue where the icon and the counter for the item widget is only half opacity for some weird reason. Like you can see the background box through the counter
@RyanLaley I'm following this beautiful tutorial everything seems pretty strong and it's all well explained, but I have a problem. Whenever the inventory opens, if the player clicks oustide de inventory (but in the game screen) the closing with the I key doesn't work anymore, any idea how to fix this?
with the top down in 5.3 I can toggle the inventory and untoggle it, the second i click off the inventory onto a part of the screen i cant close it. then when it does close, i have no input movement
I have the same problem. I have to make a double click to get back the movement. I have to do it everytime i want to move from this moment. Did you find a solution ?
I've checked several times but still can't see a problem. Having the same issue all the time: "Blueprint Runtime Error: "Accessed None trying to read property HUD". Node: Add to Viewport Graph: EventGraph Function: Execute Ubergraph BP Custom Controller Blueprint: BP_CustomController" Can someone help me please?
im having the same issue i also have double checked the last few videos worth of stuff for anything i have missed and found nothing wrong if you have a solution can you post it and if i find one before hand ill try reply with the fix
ok so i had to move everything from "MyPlayerController" into my BP_ThirdPersonCharacter" or first person depending on your game (i also re watched the last 2 videos like 3 times and made 100% sure nothing was different i also used the IA enhanced inputs instead of the old way he did it i think that error is happening because the controller is not being called properly in the game mode when you set the player controller
Found a solution. I dont think its the most acceptable solution but it works. Eventually I will change it to the new enhanced input local player subsystem. Utilizing the original BP_FirstPersonPlayerController add the Create Widget, Hud, and Add to viewport to the end of the Add Mapping Context instead of creating a new event
Has anyone made a thread or a tut or anything to fix all the bugs that prevent this from working in 5.4? Would be a pity to scrap this series, as I was just starting to enjoy it. It's my first programming experience so I don't have the expertise to go through and figure out how to fix it on my own. I guess I'll have to start with some simpler tutorials and come back to this later.
Just curious, has anyone had the issue at 8:55 the inventory is not going away, it just keeps adding. I did the deconstruct and everything looks good also i have went over the tutorial multiple times and it seems i haven't missed anything? Any help would be greatly appreciated. I'm on 5.3. BTW: Very good series everything has worked far and its sure easy to follow and I'm looking forward to completing it.
For me personally, I had to map the Display Player Menu event to the "Completed" enhanced input action node, not the "Triggered" node to get the inventory to do away. I'm also using Enhanced Input Actions instead of the regular Input Actions
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 ep 6 he plugs the clear all children into the get is valid DO NOT FORGET THIS
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!)
So I noticed something while using a different keybind for the "display inventory" If you click on an item slot in your inventory and then press Tab, it highlights the next inventory slot. Is there anyway to disable this?
Hey, Thanks Ryan Laley for these tutorials has been a great help!! Unfortunately though I have run into an issue at 5 mins, would anyone be able to give me a hand? my inventory slots don't show up when I press I to toggle the inventory, only the Inventory grid UI appears I have tried to go back through this episode and the previous one to make sure I haven't made any mistakes but cannot work out what it would be. Thanks in advance :)
I would go back through the previous video as well since that's where that part was set up. And check your output log and see if it's giving you any specific error.
Hello Riley I came across this exact same issue. It was a super easy fix and I wanna make sure anyone else who may come have this same issue has and answer. If you go back to your inventory component there is your inventory size variable make sure you tell it how many slots you want it to have. This fixed it up for me.
The videos are great and simple to follow. But i have one problem, when i collect the Item and open the Inventory to check the item didn't appear in any of the slots (all Slots are visible in the grid) with the icon. I don't know how to figuret this out (new in Ue5) can someone help? I use UE 5.2
I had a couple of issues when I tested the stacks here. (1) When ever I picked up a new item, it would toggle through the first slot in the inventory, meaning that if I picked up a new item it would be in slot one, then if I picked up the next it would remove that, and leave my inventory empty - my fix for this was in "AddToStack" function in the InventorySystem. I somehow forgot to connect ItemID up between the 'GET' and 'Make FSlotStruct. (2) a new issue I then noticed was that each new stack that was meant to be made was either replacing the first stack, or just not being made. After a bunch of print debugging, I found that it was just always using the same "index" slot when trying to create it. - My fix was that I had also forgot to connect the "Empty Index" in the return node up to the "Array Index" in the ForEachLoop of the "AnyEmptySlotAvailable" function, also in the InventorySystem. I gotta be more attentive lol - hope my hour of print debugging helps someone
Hello, this tutorial has you add the HUD widget to the player controller and another tutorial I watched had you add the HUD to the player character. I was wondering if anyone could tell me the difference (if any) and why you would choose one over the other?
Thank you Ryan, this series is awesome! Does the Enhanced Input system allow for get key down events? I don't see the documentation mentioning anything about it.
So I’m having an issue where if I manually add the item straight into player character, it shows up in the inventory window but if I pick up an item from the world, it doesn’t show in the inventory window. But when I do the debug of pressing 1, the item shows as being in the inventory. So why is it I can’t see it in the actually slot?
PlayerController; Need to set a "isvalid" for the return value of W Player HUD, as it does not load in time and will spit out an error (or create a timer to recheck) W_PlayerHUD needs to check whether menu is valid, if not then create the menu widget, if it is valid, and is visible = flalse pipe that back into create w player menu widget On W_PlayerMenu, create an "event on focus lost" event and set input mode ui only, ref to self, get player controller, and set mouse cursor to true
I am trying to add the Inventory Menu to a Player Menu popup (running with a widget switcher) but for some reason the contents (when I pickup the Flashlight) don't show - They do show when I open the same Inventory Menu on it's own. What might cause it to not update in the switcher? - Switcher works fine and works even with your Building tutorial, so I'm likely missing an obvious thing
Through the help of a colleague, I figured out how to move after implementing your new player controller. (This is for first person code) You got into BP_FirstPersonController. Grab everything inside the comment "assign the input mapping context for player controls." Grab those nodes from begin play to add mapping controls. You cut them from that blueprint. Then you go to myplayercontroller and paste it. Delete the custom event or event begin play and plug in the add to viewport into the is valid node then you should be fine. Thanks Khelben!
I had a similar problem where none of the slots showed up. I guess I found the sollution: In episode 5 he resizes the Array which I forgot to do. ruclips.net/video/-cdzw9YE-MM/видео.html at about 23:28
how do you fix clicking with the inventory system open and causing the menu to darken. It seems like every time you click and press i the inventory duplicates, the menu is stacking
@@darrylmorin7112 no but he wasnt clicking with the mouse first my inventory opens and closes with the i button but if i click before closing it does the weird darkening
Everything so far is working grand but just now when testing an item with a max stack size of 10, it starts to act up. The item fills up to 10 for the first stack as intended and then picking up an 11th also works as normal filling a new slot, but then when I pick up a 12th the second stack jumps immediately from 1 to 11. Which considering the max stack size for this item is supposed to only be 10 is even more confusing. This then repeats with the next # of that item starting a new stack and then the one after it jumping it to 11 again. Any ideas?
@@PraiseMore I've no idea how. Out of curiosity do you also have this other problem too because I think it may be related: if you pick up an item with a max stack of 1 in the first slot and then pick up something which can stack multiple after, it turns into whatever is in the first slot too? For example in mine I have 'Iron Boots' which stacks to 1, and a debug item which stacks to 10. If I pick up Iron boots and then the debug items, the debug items turn into a stack of 2 iron boots and then repeat in the next slot.
@@mekbots Hey. The video creator makes fail in the Inventory System BluePrint. In Add To inventory function you have branch with condition '>'. Then you return -1 when it false. Just remove the false thing. I had the same issue and studied eveyrthing once again and found it. Don't know if he fixes it later.
@@ren1538 Hi, thank you for the tip, I'm not sure which bit you mean though. Please could you maybe send a link to the video with a timestamp attached so I can see which bit you are talking about? I can't find a branch with a condition of '>' that returns -1 when false in my blueprint.
Hi Thanks for this series. Im following all the way, Im at No7 Is there any crafting system rhat you will be adding to this series? If not, can we use yout previous series on Crafting with this new inventory system?
I had a similar problem where none of the slots showed up. I guess I found the sollution: In episode 5 he resizes the Array which I forgot to do. ruclips.net/video/-cdzw9YE-MM/видео.html at about 23:28
I know this is a year old. But why put the input action on the player controller rather then the player? it works the same either way so Im just curious as to why.
Hello! I am running into an issue, where I have multiple items, and they are getting rid of each other. For example, I have a flashlight and a compass when I pickup the flashlight it works great but when I pick up the compass instead of taking the place next to it, it deletes the flashlight and takes its place. How do I fix?? Thank you!
I'm having a strange bug where items will show up in my inventory HUD... but collecting items of different types with different icons change to the first items obtained in the first inventory slot. So collecting Item A, Item B, and Item C shows in my inventory of Quantity 1 Item A, Qty 1 Item A, Qty 1 Item A. But if I start with item B then the same happens but with Item B. So after a test run of collecting many items/resources my inventory is filled with the first type of item I collected.
I am in the same boat, I hit #1 and the Debug says it see that i picked up the apple but why doesn't it show in my inventory? I didn't use a HUD, this is what i think is the issue
I thought that "get player controller" with player index of 0 does not work in multiplayer games. You are using that node but it assumes theres only 1 player.
hello there people I got lost on where the error for the slot in the inventory is not appearing when I open my inventory try to see what I did wrong and try to read the comment see if there's was a way but sadly I couldn't see problem can anyone help ? *still new to unreal so anyone helping pls tell me step by step thank you*
Can you at some point cover the difference between the various validate and which ones are better to use when? Or would it truly just be more along the lines of what one prefers? I see one is a function, one is a macro, and then there are validated get... if you already have such a video can someone just say where to find it please?
Thank you for your video tutorials! And I have a couple of questions. If I change the input key "I" for example to "tab", then when I open and click on the slot, then click on "tab", then a slot is allocated and switching to another slot takes place instead of closing the inventory window. how to solve this problem?. And another question is how to make an auto replacement of the "I" key directly from the project settings from the input section, in W_PlayerMenu > On Key Down?
I don't know the answer but I only just noticed the same thing this morning, because I used the tab key also. I've switched back to the 'I' key because tabbing through the slots would be useful.
Hey guys, I'm having this error in 'MyPlayerController' saying: 'Blueprint Runtime Error: "Accessed None trying to read property HUD."' I tried to check if I did everything according to the tutorial and I did! I don't know why does this error keep coming up and I can't display the inventory even if I click 'I' key. I'm stuck, in this, cause the main thing in my game is the inventory system. Can someone help me out?
I think you made the player controller, but didnt set it to be used. I havent finished the vid yet, but i didnt see him go to the gamemode and set it to use the new player controller. Could try a debug, make an input in the player controller, and have it print a message when you press it. If it doesnt print, the default controller is still set as the active one and the new one isnt being used
Hello Mate, first of all, thank you for the tutorials, I always watch your content. So, I'm facing a problem that I can't find what I did wrong, when I drag the item from my inventory to the chest, it adds to the container, but than it clones the remaining amount in my inventory... for Exemple, I have 1 Apple, when I Put it to the container, it leaves 9 apples on my inventory, and 1 goes to the container... If I try to stack more than 10, It stays in 10 but the rest disappears .. I've watched all the videos twice already and still can't find where I screwed up. Anyway thanks for the videos, they're great content!
Hi good day! I've come so far and everything is fine, it picks up and counts. However, when I pick up the first item, the counter says zero quantity, and one for two items. In other words, there will be one more. Where is the mistake? I'm a beginner, I checked as much as I could, but I did everything as I was supposed to you showed.
I'm struggling with getting the inventory to display. I am on 5.3, so I was wondering if it was an enhanced action input problem, but when I set it up with a debug key it doesn't work with that either. My log script is giving a warning that W_PlayerHUD has already been added to the screen. I'm unsure if it has anything to do with that. I'm going to check the Display Player Menu function and make sure that's set up correctly as well. I'll say what I did to fix it if I manage to. :( Edit: I have moved everything from both the controller and the player HUD event graph into the player character BP. I also did the mentioned fix below to implement enhanced input actions into the player menu widget. And NOW it works perfectly. It looks kind of crammed in with my other player controls but it works. Hooray.
What if you have different items with different icons? The issue I am, having is that, No matter what object I pick up, they all become Apples in my inventory. Perhaps it has something to do with the DataRowTable
Yeah it would be the item data table that you arent changing the thumbnail for, or perhaps when you are making new items in the data table, you arent going into each item and setting them to use the new item rows from the table. So they are all still apples since thats the default in the item
@@ImageInUnreal It works. And it works beautifully. Thank you! The issue was that the items I used were children of the Master_Item Blueprint. Instead of making a child of the blueprint. I simply duplicated it.
Awesome series! Thank you for everything you do! Quick question, my player hud is built in my game mode. Can I just access it that way to call display player menu?
In inventory mode, whenever I click on the screen that's not the widget, I'm unable to close the inventory until I click on the inventory again. How can I make it that I can still close the inventory despite clicking somewhere else on screen. Do I override a function for the mouse in player menu widget??
You set the canvas to 'visible'. This works for now, but becomes a problem later in the hotbar tutorial and I don't know the solution yet. Others here are saying closing the inventory should not need to be hard coded like it is, and maybe that's part of the solution.
@@studiobaxter1242 since you open the inventory with the player controller, could set it as a variable and check if its valid or not, so if it is valid, it closes the already open inventory, or if its not valid then create the inventory. That way its not hard coded and it will close without refocusing the inventory widget
Hi I've just tested this increasing the quantity of apples from 1 to 5 and it's always displaying one. Is this a bug the gets noticed and fixed later or have I made a mistake somewhere?
So I've followed your videos to the tee and gone back and forth between Google and RUclips, but the issues remains. I can't get my inventory slots to display after "I" key is pressed. Any ideas would be grateful in the matter. Other then that awesome TuT.
I had a similar problem where none of the slots showed up. I guess I found the sollution: In episode 5 he resizes the Array which I forgot to do. ruclips.net/video/-cdzw9YE-MM/видео.html at about 23:28
Please specify that this tutorial is for 5.0 as recorded. When you use 5.1 or higher, and you fully understand what to change to use the new Enhanced Input Actions you can break the game. Sadly, I started using 5.3 and I won't be restarting this tutorial back on part one to change to 5.0
You dont need to. You can still use standard legacy input in 5.3. You can also easily switch to Enhanced input with very minimal changes to this tutorial.
If you're using 5.3 and up, you'll need to copy the "begin play" code from the previous player controller since that's what controls the character instead of action mappings now.
So if i open my inventory and click about a few times, then close my inventory, and try to click to move, i end up having to double click to move, instead of just clicking. It's as if creating the widget is fucking up my click to move somehow, but i have no idea how. Edit: I found the fix, with 5.3, you need a custom node for "Set Input Mode Game Only" that i found from google.
that would require the item you're picking up to update your inventory system every time you pick something up. Up until this episode he didnt do that. So far the inventory only updates when it gets opened by yourself.
OK. I solved it. If anyone has the same problem as me. I made a mistake in the inventory grid blueprint. The clear children output was set to create W inventory slot widget. Not to the "get" directly after event pre construct. Watch from 16:45 from the part 6 in this series and see if you made the same misstake as me
I had a similar problem where none of the slots showed up. I guess I found the sollution: In episode 5 he resizes the Array which I forgot to do. ruclips.net/video/-cdzw9YE-MM/видео.html at about 23:28
Can someone help? I cant get the UI to show up when i press the interact key. It seems like the code isnt even trying to pull it up and no error is showing.
I had the same issue. Changing the target on the 'Server_Interact' event in the InventorySystem event graph to a 'Get Component by Class'' node and setting the component class to Actor Component worked for me.
Blank inventory (like I had), didn't show up the slots (I thought I had this is but clearly didn't) the inventory slot size. Make sure this is in 'InventorySystem' ruclips.net/video/-cdzw9YE-MM/видео.html
I had the same issue. Make sure under inventory system you have the success boolean node connected to condition as well as found stack boolean connected to the condition as well
I had a similar problem where none of the slots showed up. I guess I found the sollution: In episode 5 he resizes the Array which I forgot to do. ruclips.net/video/-cdzw9YE-MM/видео.html at about 23:28
Dude I really appreciate what you're doing for us but you have to put your new system in a playlist or get rid of your old videos or something. Do you not see how many people are getting completely lost because they go from one part of your new system to the sequential part of your system from a year ago? I just went through 10 minutes of part 7 from the old system, the third time it's happened now, before I realized I was on the wrong series.
The fix for me was to go to the W_PlayerMenu - event graph - then take out W_inventoryGrid get - drag out a display inventory and in the Inventory component put a get player class + get component by class -> inventory system. Then just plug all of that into the Set impt mode UI only. Hope it may help someone.
For those on 5.3, when creating a new player controller, be sure to copy the "begin play" code from the previous player controller so that you can move around and whatnot. This is related to the new "enhanced input local player subsystem" that deprecated the old action mapping system.
thank u so much, this helped, been trying to find out why it doesnt work for me
Freaking thank you, I just encountered this issue.
@@ZealousAvenger Hey, No problem. This is why I posted it.
I didn't copy anything and can still move around. I actually questioned the logic of that myself.
Copy it where the begin play only allows me to for to “create W Player HUB Widget” or the other how to I get begin play to set both
Instead of binding a key to i for example if you want to use the IA input system you can,
Inside the On key down. get enhanced input local player subsystem from that query mapped keys to action then set your input action for me its IA_Inventory. Put that into a for each loop, From the In key event on the On key down function pull a Get Key node. Compare the return value to the array element with a == node and then put that into a branch before doing remove from parent.
by any chance could you make a video explaining that a bit? cheers man
Not a video but hope this helps
First go to the On key Down function created in the video. Now right click and type in "enhanced input local player subsystem", then drag off the blue pin and type 'query keys mapped to action' on the left hand side select your inventory action for me it was "IA_Inventory"
That returns an array of any keys mapped to the specific action so for example as the video did I and the special key on the controller. Then drag off the return value and look for the node "Contains" The Contains node should replace the equals node he used with the I key and any other key.
So to Recap. On Key Down function .get key. Contains ( which has the described Query keys above it). Branch. Remove from Parent. Return. @@travelmidgard
Thank you! This is just what I needed!
Great! I was definitely wondering why he was hardcoding in the key mappings. Glad there's another way.
@@rogerfoster8020 Incredibly useful. Thank you so much!
4:30 I don't have any tabs, what could I have done wrong?
Hi, great lesson. In "My Player Controller" -> Event Begin Play -> Create W Player HUD Widget -> "Owning Player" is not connected -> you need to connect "Get Player Controller" otherwise there will be an error.
Maybe I corrected it in further videos, it will be useful for those who are watching now.
had exactly that problem! Thanks!
I had this problem thanks
Thanks!
I'm a little late, but thanks either way!
i just started learning unreal 2 weeks ago, and i found your channel after getting frustrated trying to follow an inventory system tutorial by another youtuber and kept getting bugs and issues (quit on video #5), and often found steps not explained in their videos. by contrast your tutorial is well organized and easy to follow and i've had no bugs and already here at video #7. i'm considering joining your patreon. keep up the great work.
There is a error at 3:22 .
When you display the W_PlayerMenu, you create a new widget each time you call the method. But when you exit menu, you just do RomoveFromParent(not actually destroing it).
That is wrong. You should check it the widget allready exists, and add the existing one back to the HUD.
Great tutorial thought. Keep up the good work!
That's because the inventory is only updated when you create it, so if you just add the existing one, new items won't show in the inventory. I've tried.
@@Redvil01 He is correct on this error. And you should be able to update the inventory any time it is opened either way. Technically you do not want to just keep creating inventories. That is a major issue.
Didn't think personally the Event destruct was the best way to go so I setup a bool on whether the menu was displayed on the player controller true or false'd it to hide or display the inventory then set the menu as displayed or not displayed in the bool, just thought it was better to gate it then on destruct which was giving me inconsistencies when I hit the key quickly.
hey, how exactly youo do that? after display inventory in the pre construct you add a bool 'Menus is displaying' to true? what should i do next? sorry for noob question
thx
@@davidosrs6978 I did it in the Player controler on input action inventory pressed, I just created a bool called is menu displayed? Branch true >hide menu >Set is menu Displayed=false, False >Display player menu> Set is menu displayed True.
Probably a downside to doing this I haven't ran into yet, I am a little rusty myself have not touched Unreal in 5 months, half following tutorials tacking on what I prefer trying to get back where I was, still running into lots of issues myself picking up container replication but im sure ill get back there soon.
the important thing is to start to understand the concepts rather then just the A>B in these tutorials, debuging with print strings, how you can gate with bools, use for loops in arrays, casts etc.
@@ArtistficiallyZ thx alot bro, i fixed it, did a boolean too and change somethings =)
7:50 why are we hard coding the "I" key to remove the inventory widget, isn't the whole point of an input event so it can later be changed by the player? Is there another way to do this? Why can't we do a flip/flop on the player controller or something?
i would love an answer for this one too
you can. You are actually right here. I am not sure why Ryan did it this way at this point in time but this is not the right way to do it.
If anyone notices that when clicking anywhere outside the inventory it doesn't toggle off, just set the canvas as visible in the behavior
what behavior
@@tanver3d982 On the behavior section of your root widget set the visibility to visible
When I open my inventory, I have to press the open button twice (after the first time that I open my inventory). Do you happen to know why this is happening?
Is that in the player menu widget or the inventory grid widget?
@@t3chkn1ght Player menu
If you pick up an item while the inventory is open(can't do it if you disable controls though) the inventory isn't updated. Unfortunately this inventory system wasn't designed for allowing actions while the inventory is open, which is useful for a game with any kind of action.
I need to find a way to update the Inventory UI whenever the Inventory Contents changes.
Mine isn't popping up the slots when opening the inventory, im at 9:20... i'll look through again and see if I messsed something up, but I don't know what it might have been
had the same problem,. If yours is (was?) like mine, then it is because in the InventoryGrid Widget the EventPreConstruct fires before the DisplayInventory Event. Which makes sense, because when we call the inventoryGrid Widget via the DisplayInventory function, the widget gets constructed before the DisplayInventory fires, since its a PREconstruct.
I solved it by just putting a DelayUntilNextTick Node between EventPreConstruct and IsValid (InventoryComponent). This causes the DisplayInventory Event to fire first so InventoryComponent can be set before the PreConstruct Event tries to validate it. Otherwise the Validate is invalid, thus nothing happens and it doesnt create the slots.
@@swipsi6858 I did fix mine, mine was a more blunt force type fix. I also had to remove the is valid. also had a lot of debug prints😵
@@TruixBeams actually my previous comment is wrong. Fixed by simply connecting the output of the removeChildren node to the validate node and it works fine.
Those getting stuck on the Keybinding I section at the 8min mark where player controller isnt connected I just added get player pawn to the target of get player controller and this allows for the function to work as intended
We set an input action for opening the menu but then we hardcode the keys for closing the menu to be I or Gamepad Special Right. Wouldn't it be better to also use the input action for closing the menu?
Exactly the same problem for me. I tried different technique, and unfortunately, I can't find a way to use input action for that. This causes an issue, if the player changes the mapping of the keys in-game, he will always have to call the key that has been hardcoded.
@ Well you don't have to do everything the exact same way as this guy. You can set the key to a variable if you want to be close to what he did. But in general, you can do a simple flip flop in your player controller and call another event in the HUD. Instead of destroying the widget in the player menu you can destroy the widget in the HUD. That way you are using the same input action. Maybe even better to just hide it instead of destroying it and creating it again every time but that's up to you. And you don't need to worry about it ever creating multiples of itself and player does need to stop while using inventory. Its better to do it like that, not sure why he used the other way but then again, it's all relative, I guess.
For anyone who wants to do this dynamically, go to player controller BP, promote the key output of your "InputAction Inventory" event to a variable, set to the key that is output, then go back to your Player menu widget, and add Get Player Controller, Cast To Player Controller BP and then get your key variable from here and compare it to key that is being pressed.
If you need see my comment
@@snowbeat936 What comment?
If anyone runs into not being able to spawn the menu, just make sure that in World Settings, you change the Override Game Mode to be your Custom Gamemode
so far so good, thanks for these videos. hope i make it to the end
Great Tutorials. I used a popup widget on my wrist and no HUD. Everything work except no apple pops up in my inventory. As in previous tutorials when i hit #1 it shows that it was picked up but when i open my inventory, nothing is there. I think I missed something you did with the HUD that finishes the connection that I am missing. I tried leaving the Item ID as apple and still nothing in my inventory. Seems to me the slot is not talking to the inventory grid. Please help 😊
Any solution?
@@MRsolarpowergamingloveyou No sorry. it very hard to trouble shoot
Hi all, on 4:42 he opens up the inventory and has 16 empty slots in it. I followed the tutorial so faar but I have no slots in my inventory from default/ have no elements added to the arry. Can somebody help me where I missed something or if anybody ran into the same problem.
I guess I found the sollution:
In episode 5 he resizes the Array which I forgot to do.
ruclips.net/video/-cdzw9YE-MM/видео.html
at about 23:28
I get the error: Blueprint Runtime Error: "Accessed None trying to read property HUD". Node: Add to Viewport Graph: EventGraph Function: Execute Ubergraph My Player Controller Blueprint: MyPlayerController. I added get player controller on owning player in the myplayercontroller bp. any help?
when i get the item the icon shows up on the server but doesn't work for local players. what could i have done wrong.
I'm getting an issue where the icon and the counter for the item widget is only half opacity for some weird reason. Like you can see the background box through the counter
@RyanLaley I'm following this beautiful tutorial everything seems pretty strong and it's all well explained, but I have a problem.
Whenever the inventory opens, if the player clicks oustide de inventory (but in the game screen) the closing with the I key doesn't work anymore, any idea how to fix this?
Having the same problem. Did you solve this?
@@Tegurd nope, srry
If anyone notices that when clicking anywhere outside the inventory it doesn't toggle off, just set the canvas as visible in the behavior
Setting the canvas to visible works here, but becomes a problem later in the hotbar tutorial. I don't know the solution yet.
Series is helping me a lot, thank you!
with the top down in 5.3 I can toggle the inventory and untoggle it, the second i click off the inventory onto a part of the screen i cant close it. then when it does close, i have no input movement
I have the same problem. I have to make a double click to get back the movement. I have to do it everytime i want to move from this moment. Did you find a solution ?
I've checked several times but still can't see a problem. Having the same issue all the time: "Blueprint Runtime Error: "Accessed None trying to read property HUD". Node: Add to Viewport Graph: EventGraph Function: Execute Ubergraph BP Custom Controller Blueprint: BP_CustomController"
Can someone help me please?
im having the same issue i also have double checked the last few videos worth of stuff for anything i have missed and found nothing wrong
if you have a solution can you post it and if i find one before hand ill try reply with the fix
ok so i had to move everything from "MyPlayerController" into my BP_ThirdPersonCharacter" or first person depending on your game (i also re watched the last 2 videos like 3 times and made 100% sure nothing was different
i also used the IA enhanced inputs instead of the old way he did it
i think that error is happening because the controller is not being called properly in the game mode when you set the player controller
Found a solution. I dont think its the most acceptable solution but it works. Eventually I will change it to the new enhanced input local player subsystem.
Utilizing the original BP_FirstPersonPlayerController add the Create Widget, Hud, and Add to viewport to the end of the Add Mapping Context instead of creating a new event
Has anyone made a thread or a tut or anything to fix all the bugs that prevent this from working in 5.4? Would be a pity to scrap this series, as I was just starting to enjoy it. It's my first programming experience so I don't have the expertise to go through and figure out how to fix it on my own. I guess I'll have to start with some simpler tutorials and come back to this later.
Just curious, has anyone had the issue at 8:55 the inventory is not going away, it just keeps adding. I did the deconstruct and everything looks good also i have went over the tutorial multiple times and it seems i haven't missed anything? Any help would be greatly appreciated. I'm on 5.3. BTW: Very good series everything has worked far and its sure easy to follow and I'm looking forward to completing it.
For me personally, I had to map the Display Player Menu event to the "Completed" enhanced input action node, not the "Triggered" node to get the inventory to do away. I'm also using Enhanced Input Actions instead of the regular Input Actions
@@MikeJenifer Gotcha, this fixed it for me o7
@@MikeJenifer marry me bruh, Thanks a lot
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 ep 6 he plugs the clear all children into the get is valid DO NOT FORGET THIS
ur a hero dog
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!)
So I noticed something while using a different keybind for the "display inventory" If you click on an item slot in your inventory and then press Tab, it highlights the next inventory slot. Is there anyway to disable this?
Hey, Thanks Ryan Laley for these tutorials has been a great help!! Unfortunately though I have run into an issue at 5 mins, would anyone be able to give me a hand? my inventory slots don't show up when I press I to toggle the inventory, only the Inventory grid UI appears I have tried to go back through this episode and the previous one to make sure I haven't made any mistakes but cannot work out what it would be. Thanks in advance :)
I would go back through the previous video as well since that's where that part was set up. And check your output log and see if it's giving you any specific error.
will give this a go thanks@@TheP1x3l
Hello Riley I came across this exact same issue. It was a super easy fix and I wanna make sure anyone else who may come have this same issue has and answer. If you go back to your inventory component there is your inventory size variable make sure you tell it how many slots you want it to have. This fixed it up for me.
InventorySystem --> InventorySize (In details on bottom change value to see squares.) @@TheP1x3l
InventorySystem --> InventorySize (In details on bottom change value to see squares.) @@purpledraff293
The videos are great and simple to follow. But i have one problem, when i collect the Item and open the Inventory to check the item didn't appear in any of the slots (all Slots are visible in the grid) with the icon. I don't know how to figuret this out (new in Ue5) can someone help? I use UE 5.2
Did you ever figure this out?
hello did you find any fix for tha i have the same problem...
@@K1N3RGY did you find any solution for that?
@@captaintromaras616 Pretty sure it was just something I'd missed while watching
I had a couple of issues when I tested the stacks here.
(1) When ever I picked up a new item, it would toggle through the first slot in the inventory, meaning that if I picked up a new item it would be in slot one, then if I picked up the next it would remove that, and leave my inventory empty - my fix for this was in "AddToStack" function in the InventorySystem. I somehow forgot to connect ItemID up between the 'GET' and 'Make FSlotStruct.
(2) a new issue I then noticed was that each new stack that was meant to be made was either replacing the first stack, or just not being made. After a bunch of print debugging, I found that it was just always using the same "index" slot when trying to create it. - My fix was that I had also forgot to connect the "Empty Index" in the return node up to the "Array Index" in the ForEachLoop of the "AnyEmptySlotAvailable" function, also in the InventorySystem.
I gotta be more attentive lol - hope my hour of print debugging helps someone
Hello, this tutorial has you add the HUD widget to the player controller and another tutorial I watched had you add the HUD to the player character. I was wondering if anyone could tell me the difference (if any) and why you would choose one over the other?
Thank you Ryan, this series is awesome! Does the Enhanced Input system allow for get key down events? I don't see the documentation mentioning anything about it.
It Does, i tried and it works perfectly
Anyone know why my client's items are not appearing in it's inventory but in the server's inventory only?
So I’m having an issue where if I manually add the item straight into player character, it shows up in the inventory window but if I pick up an item from the world, it doesn’t show in the inventory window. But when I do the debug of pressing 1, the item shows as being in the inventory. So why is it I can’t see it in the actually slot?
have same problem ((( did you fixed?
PlayerController; Need to set a "isvalid" for the return value of W Player HUD, as it does not load in time and will spit out an error (or create a timer to recheck)
W_PlayerHUD needs to check whether menu is valid, if not then create the menu widget, if it is valid, and is visible = flalse pipe that back into create w player menu widget
On W_PlayerMenu, create an "event on focus lost" event and set input mode ui only, ref to self, get player controller, and set mouse cursor to true
If I change the variable type of the "Menu", the editor freezes for eternity. Why is that?
THX!! your videos are very well explained, I'm thinking of subscribing patron so I can watch them before :D
I am trying to add the Inventory Menu to a Player Menu popup (running with a widget switcher) but for some reason the contents (when I pickup the Flashlight) don't show - They do show when I open the same Inventory Menu on it's own. What might cause it to not update in the switcher? -
Switcher works fine and works even with your Building tutorial, so I'm likely missing an obvious thing
Through the help of a colleague, I figured out how to move after implementing your new player controller. (This is for first person code) You got into BP_FirstPersonController. Grab everything inside the comment "assign the input mapping context for player controls." Grab those nodes from begin play to add mapping controls. You cut them from that blueprint. Then you go to myplayercontroller and paste it. Delete the custom event or event begin play and plug in the add to viewport into the is valid node then you should be fine.
Thanks Khelben!
at 4.45 my hud opens but i cant see a grid i double checked everything but cant find the wrong code.... anyone an idea? im on 5.3.
Check your inventory component. mine was set to 0 for inventory size.
I had a similar problem where none of the slots showed up. I guess I found the sollution:
In episode 5 he resizes the Array which I forgot to do.
ruclips.net/video/-cdzw9YE-MM/видео.html
at about 23:28
How to do if myplayercontroller is not working?I let it print something but nothing to show .Can anyone help 😢
Is there any point in making a player controller now?
how do you fix clicking with the inventory system open and causing the menu to darken. It seems like every time you click and press i the inventory duplicates, the menu is stacking
He talks about it 4 min into the video #7
@@darrylmorin7112 no but he wasnt clicking with the mouse first my inventory opens and closes with the i button but if i click before closing it does the weird darkening
I cant move lol how do you make this work with the enhanced mappings from 5.0+?
Everything so far is working grand but just now when testing an item with a max stack size of 10, it starts to act up. The item fills up to 10 for the first stack as intended and then picking up an 11th also works as normal filling a new slot, but then when I pick up a 12th the second stack jumps immediately from 1 to 11. Which considering the max stack size for this item is supposed to only be 10 is even more confusing. This then repeats with the next # of that item starting a new stack and then the one after it jumping it to 11 again. Any ideas?
u ever figure out this issue? i have the same issue
@@PraiseMore I've no idea how. Out of curiosity do you also have this other problem too because I think it may be related: if you pick up an item with a max stack of 1 in the first slot and then pick up something which can stack multiple after, it turns into whatever is in the first slot too? For example in mine I have 'Iron Boots' which stacks to 1, and a debug item which stacks to 10. If I pick up Iron boots and then the debug items, the debug items turn into a stack of 2 iron boots and then repeat in the next slot.
@@mekbots Hey. The video creator makes fail in the Inventory System BluePrint. In Add To inventory function you have branch with condition '>'. Then you return -1 when it false. Just remove the false thing. I had the same issue and studied eveyrthing once again and found it. Don't know if he fixes it later.
@@mekbots I haven’t had this issue yet lol sounds like a hair puller for sure tho!
@@ren1538 Hi, thank you for the tip, I'm not sure which bit you mean though. Please could you maybe send a link to the video with a timestamp attached so I can see which bit you are talking about? I can't find a branch with a condition of '>' that returns -1 when false in my blueprint.
Hi
Thanks for this series. Im following all the way, Im at No7
Is there any crafting system rhat you will be adding to this series? If not, can we use yout previous series on Crafting with this new inventory system?
Thank you Ryan! Everything is working for me, i must be really good at following instructions as it seems others are having bugs.
anyone else having the problem where your player menu is only showing one grid icon? also the apple is not show in the grid when i pick it up
I had a similar problem where none of the slots showed up. I guess I found the sollution:
In episode 5 he resizes the Array which I forgot to do.
ruclips.net/video/-cdzw9YE-MM/видео.html
at about 23:28
I know this is a year old. But why put the input action on the player controller rather then the player? it works the same either way so Im just curious as to why.
Hello! I am running into an issue, where I have multiple items, and they are getting rid of each other. For example, I have a flashlight and a compass when I pickup the flashlight it works great but when I pick up the compass instead of taking the place next to it, it deletes the flashlight and takes its place. How do I fix?? Thank you!
I'm having a strange bug where items will show up in my inventory HUD... but collecting items of different types with different icons change to the first items obtained in the first inventory slot. So collecting Item A, Item B, and Item C shows in my inventory of Quantity 1 Item A, Qty 1 Item A, Qty 1 Item A. But if I start with item B then the same happens but with Item B. So after a test run of collecting many items/resources my inventory is filled with the first type of item I collected.
I have checked my code several times but I can’t get my item to show up in my inventory after I pick it up. Does anyone have any solutions?
I am in the same boat, I hit #1 and the Debug says it see that i picked up the apple but why doesn't it show in my inventory? I didn't use a HUD, this is what i think is the issue
I thought that "get player controller" with player index of 0 does not work in multiplayer games. You are using that node but it assumes theres only 1 player.
hello there people I got lost on where the error for the slot in the inventory is not appearing when I open my inventory try to see what I did wrong and try to read the comment see if there's was a way but sadly I couldn't see problem can anyone help ? *still new to unreal so anyone helping pls tell me step by step thank you*
Can you at some point cover the difference between the various validate and which ones are better to use when? Or would it truly just be more along the lines of what one prefers? I see one is a function, one is a macro, and then there are validated get... if you already have such a video can someone just say where to find it please?
Thank you for your video tutorials! And I have a couple of questions. If I change the input key "I" for example to "tab", then when I open and click on the slot, then click on "tab", then a slot is allocated and switching to another slot takes place instead of closing the inventory window. how to solve this problem?. And another question is how to make an auto replacement of the "I" key directly from the project settings from the input section, in W_PlayerMenu > On Key Down?
I don't know the answer but I only just noticed the same thing this morning, because I used the tab key also.
I've switched back to the 'I' key because tabbing through the slots would be useful.
Hey guys,
I'm having this error in 'MyPlayerController' saying: 'Blueprint Runtime Error: "Accessed None trying to read property HUD."'
I tried to check if I did everything according to the tutorial and I did! I don't know why does this error keep coming up and I can't display the inventory even if I click 'I' key.
I'm stuck, in this, cause the main thing in my game is the inventory system.
Can someone help me out?
Same problem. Did you fix it?
I think you made the player controller, but didnt set it to be used. I havent finished the vid yet, but i didnt see him go to the gamemode and set it to use the new player controller. Could try a debug, make an input in the player controller, and have it print a message when you press it. If it doesnt print, the default controller is still set as the active one and the new one isnt being used
set the default value of the HUD variable in third person character to be HUD
Is there a way to make the background canvas dynamically size to size of actual # of inventory slots when displayed on screen.
Hello Mate, first of all, thank you for the tutorials, I always watch your content.
So, I'm facing a problem that I can't find what I did wrong, when I drag the item from my inventory to the chest, it adds to the container, but than it clones the remaining amount in my inventory... for Exemple, I have 1 Apple, when I Put it to the container, it leaves 9 apples on my inventory, and 1 goes to the container... If I try to stack more than 10, It stays in 10 but the rest disappears ..
I've watched all the videos twice already and still can't find where I screwed up.
Anyway thanks for the videos, they're great content!
Hi good day!
I've come so far and everything is fine, it picks up and counts. However, when I pick up the first item, the counter says zero quantity, and one for two items. In other words, there will be one more. Where is the mistake? I'm a beginner, I checked as much as I could, but I did everything as I was supposed to you showed.
I'm struggling with getting the inventory to display. I am on 5.3, so I was wondering if it was an enhanced action input problem, but when I set it up with a debug key it doesn't work with that either. My log script is giving a warning that W_PlayerHUD has already been added to the screen. I'm unsure if it has anything to do with that. I'm going to check the Display Player Menu function and make sure that's set up correctly as well. I'll say what I did to fix it if I manage to. :(
Edit: I have moved everything from both the controller and the player HUD event graph into the player character BP. I also did the mentioned fix below to implement enhanced input actions into the player menu widget. And NOW it works perfectly. It looks kind of crammed in with my other player controls but it works. Hooray.
hi when i press I nothing happens any ideas why
What if you have different items with different icons? The issue I am, having is that, No matter what object I pick up, they all become Apples in my inventory. Perhaps it has something to do with the DataRowTable
Yeah it would be the item data table that you arent changing the thumbnail for, or perhaps when you are making new items in the data table, you arent going into each item and setting them to use the new item rows from the table. So they are all still apples since thats the default in the item
Just to specifiy, you need to make a new item row in the item data table, and a new item actor/child actor that uses that row
@@ImageInUnreal Okay, I will give this a try. Thank you.
@@ImageInUnreal It works. And it works beautifully. Thank you! The issue was that the items I used were children of the Master_Item Blueprint. Instead of making a child of the blueprint. I simply duplicated it.
Awesome series! Thank you for everything you do! Quick question, my player hud is built in my game mode. Can I just access it that way to call display player menu?
It won't show up on the client side. Had to reconfigure it otherwise.
Is anyone having a problem where it goes to the servers inventory but not the clients?
In inventory mode, whenever I click on the screen that's not the widget, I'm unable to close the inventory until I click on the inventory again. How can I make it that I can still close the inventory despite clicking somewhere else on screen. Do I override a function for the mouse in player menu widget??
You set the canvas to 'visible'.
This works for now, but becomes a problem later in the hotbar tutorial and I don't know the solution yet.
Others here are saying closing the inventory should not need to be hard coded like it is, and maybe that's part of the solution.
@@studiobaxter1242 since you open the inventory with the player controller, could set it as a variable and check if its valid or not, so if it is valid, it closes the already open inventory, or if its not valid then create the inventory. That way its not hard coded and it will close without refocusing the inventory widget
@@ImageInUnreal
Maybe, but the issue was resolved recently with the correct layering of the widgets.
What decides how many slot there are??? I’m so lost on why it’s putting the amount it has on there
Check the inventory size variable in the inventory system component
Hi I've just tested this increasing the quantity of apples from 1 to 5 and it's always displaying one. Is this a bug the gets noticed and fixed later or have I made a mistake somewhere?
It sounds like you forgot to connect the text variable in the widget to the quantity. It was done in an earlier episode.
So I've followed your videos to the tee and gone back and forth between Google and RUclips, but the issues remains. I can't get my inventory slots to display after "I" key is pressed. Any ideas would be grateful in the matter. Other then that awesome TuT.
Did you figure this out?
Im also still looking for this :( changing inventory size doesnt help.
I had a similar problem where none of the slots showed up. I guess I found the sollution:
In episode 5 he resizes the Array which I forgot to do.
ruclips.net/video/-cdzw9YE-MM/видео.html
at about 23:28
When I Set the player controller, I can no longer move? Please can someone help?
I also have the same issue. Were you able to fix it?
@@Monke-vf1oj i was able to , but i dont rmeber, sorry :(, i think i was setting the wrong controller or something
Thats fine I managed to fix it on my own 👍@@beatsaberclipsforme7648
@@Monke-vf1ojwhat did you do bc I’m having that problem
ok so if i pick up multiple items: the items only go into the first slot! they replace eachother? any solution?
Please specify that this tutorial is for 5.0 as recorded. When you use 5.1 or higher, and you fully understand what to change to use the new Enhanced Input Actions you can break the game. Sadly, I started using 5.3 and I won't be restarting this tutorial back on part one to change to 5.0
You dont need to. You can still use standard legacy input in 5.3.
You can also easily switch to Enhanced input with very minimal changes to this tutorial.
@@Mordynak how would you changed to enhance input?
Anyone else having an issue where the lines on the right side aren't showing up properly?
Creating my own custom player controller removes any sort of movement or view that I have. How can I fix this?
If you're using 5.3 and up, you'll need to copy the "begin play" code from the previous player controller since that's what controls the character instead of action mappings now.
@@NekotTheBravecopy and paste it where
So if i open my inventory and click about a few times, then close my inventory, and try to click to move, i end up having to double click to move, instead of just clicking. It's as if creating the widget is fucking up my click to move somehow, but i have no idea how.
Edit: I found the fix, with 5.3, you need a custom node for "Set Input Mode Game Only" that i found from google.
I have the same problem. Can you explain your fix in more detail? What is the custom node?
Thank you for your help !!
Anyone else run into an issue where the last two columns right hand side of the inventory slot border is getting cut off?
your box might not be big enough? or too many slots? or the margin/ border isnt centered?
my event destruct is not triggering ?
If my inventory is open when I pick up an item, it does not show until I close and reopen the inventory. Is there a fix for this?
that would require the item you're picking up to update your inventory system every time you pick something up. Up until this episode he didnt do that. So far the inventory only updates when it gets opened by yourself.
I dont see the slots in my grid
I have the same problem. Do you remember what the problem was?
OK. I solved it. If anyone has the same problem as me. I made a mistake in the inventory grid blueprint. The clear children output was set to create W inventory slot widget. Not to the "get" directly after event pre construct. Watch from 16:45 from the part 6 in this series and see if you made the same misstake as me
I had a similar problem where none of the slots showed up. I guess I found the sollution:
In episode 5 he resizes the Array which I forgot to do.
ruclips.net/video/-cdzw9YE-MM/видео.html
at about 23:28
Thank you so much
Got everything to work, until I picked up the item. It doesn't show up in my inventory.
your the 2nd person to say this, I'm still looking for a solution, or did you find 1?
@@darrylmorin7112 I never did. Started looking into other tutorials. If you figure it out, let me know.
@@KE-hr4sb do you have an error on reading the containerinventory variable in the HUD
Can someone help? I cant get the UI to show up when i press the interact key. It seems like the code isnt even trying to pull it up and no error is showing.
I had the same issue. Changing the target on the 'Server_Interact' event in the InventorySystem event graph to a 'Get Component by Class'' node and setting the component class to Actor Component worked for me.
@@shanemiller5679 I found my mistake, I put the interact key in MyPlayerController rather then my BP for my character.
i had the same issue and in my case the mistake was i didnt connect the target in the add to viewport
I can’t move at yall please help
im having an issue where if I open the inventory again the grid is gone
solved it
@@lcdcstudios how
@@tanver3d982 I put box list instead of my variable in my player controller and somehow that worked, however I think it messed some other stuff up
Blank inventory (like I had), didn't show up the slots (I thought I had this is but clearly didn't) the inventory slot size. Make sure this is in 'InventorySystem' ruclips.net/video/-cdzw9YE-MM/видео.html
Still working!
Man. You know. There are some guys in this world... oh sht... Thanks my dude, thanks a lot
After taking an item and open inventory widget I don't see the item can anyone help me?
I had the same issue. Make sure under inventory system you have the success boolean node connected to condition as well as found stack boolean connected to the condition as well
check - pre constract display Inventory pin get component by Class
@@nathanmiller8818 Where in the inventory system? I don't understand.
I had a similar problem where none of the slots showed up. I guess I found the sollution:
In episode 5 he resizes the Array which I forgot to do.
ruclips.net/video/-cdzw9YE-MM/видео.html
at about 23:28
Dude I really appreciate what you're doing for us but you have to put your new system in a playlist or get rid of your old videos or something. Do you not see how many people are getting completely lost because they go from one part of your new system to the sequential part of your system from a year ago? I just went through 10 minutes of part 7 from the old system, the third time it's happened now, before I realized I was on the wrong series.
Just look at the thumbnails, they're different for the different series.
@@BeinIan Yeah. Old system = Carrots, New system = Apples
the icons aren't displaying just the menu can anyone help me here?
I have the same problem... Looking for a solution as well
The fix for me was to go to the W_PlayerMenu - event graph - then take out W_inventoryGrid get - drag out a display inventory and in the Inventory component put a get player class + get component by class -> inventory system.
Then just plug all of that into the Set impt mode UI only. Hope it may help someone.
@@RedCat_Noodle Which function?