UE5 LyraStarterGame Inventory Overview

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  • เผยแพร่เมื่อ 7 ก.ย. 2024
  • Discussion and Demonstration of Lyra's Inventory System Prototype.
    00:59 XCL Inventory Demonstration
    01:48 Play in Editor with Lyra defaults
    02:15 Play in Editor with XCL updates
    03:30 Lyra Inventory Concepts
    05:09 Item Definition & Fragments
    07:01 View Example Item Definition: Lyra's ID_Rifle
    08:29 Constructive Criticism of Lyra Prototype
    09:26 Prototype Issues I had to fix for my Game
    12:04 How To Duplicate & Extend Lyra Inventory, Equipment + Weapon Systems
    13:36 Coming Soon... Equipment Video & Weapon Video
    14:26 Outro
    X157 Dev Notes for this video: x157.github.io...

ความคิดเห็น • 33

  • @wobbleyheadedbob
    @wobbleyheadedbob ปีที่แล้ว +2

    Stumbled across your content from one of your forum responses. I was about a nano-second close to walking away from Lyra. Glad I didn't. You sir, are a bloody legend. Thank you for your contributions.

  • @ParadoxISPower
    @ParadoxISPower ปีที่แล้ว +1

    You, Sir, are a living legend 🙌

    • @XistGG
      @XistGG  ปีที่แล้ว +2

      Glad to have been of service.

  • @springcar
    @springcar 4 หลายเดือนก่อน

    you write good explanations of Logics needed. so i subscribe.god bless your work

  • @LFA_GM
    @LFA_GM ปีที่แล้ว

    Thank you for sharing your notes. I really wanted to extend Lyra without making considerable number of changes in the base code. You video was very helpful, mainly in the duplication procedure. I'll give it a try. Thanks.

    • @XistGG
      @XistGG  ปีที่แล้ว +2

      Good luck! :)

  • @markelishaev617
    @markelishaev617 ปีที่แล้ว

    found it on the UE forums. Nice video and breakdown! very high quality

    • @XistGG
      @XistGG  ปีที่แล้ว

      Awesome, thank you!

  • @dellins1152
    @dellins1152 ปีที่แล้ว

    Awesome work explaining it, ty

  • @adamsiegal1470
    @adamsiegal1470 ปีที่แล้ว

    Thanks for all your hard work!

    • @XistGG
      @XistGG  ปีที่แล้ว

      My pleasure!

  • @nazake69
    @nazake69 ปีที่แล้ว +2

    Nice video
    I still don't understand the design..
    Why they did not use a data asset for the item definition since it contains static data.
    And what if i wanted to have different types of item stats like floats and integers and strings

    • @XistGG
      @XistGG  ปีที่แล้ว +1

      It's a data asset because it contains static data. :)
      Makes it very easy to bulk load it.
      You can create your own Fragments containing any data you want. You don't have to use the ones they made, those are just examples.

  • @gridtac2911
    @gridtac2911 10 หลายเดือนก่อน

    I've been binge watching your content. Could you possibly do a video on GIT repositories and Lyra? I followed your tut on your website, but it would really help for us newbies who haven't worked with GIT in the past or any type of version history with unreal/c++ before. Things like how to set one up, how to ensure you're working in the right branch, managing the branches, and merging the branches?

    • @XistGG
      @XistGG  10 หลายเดือนก่อน

      This has been asked for, it's on my TODO, but honestly it's not high on the list. Git (and SCM in general) is thoroughly covered by others who are far more entertaining than me. :)

  • @az-ru2084
    @az-ru2084 10 หลายเดือนก่อน

    Thanks for grate content, do you know how lyra implement inventory manager component to LyraPlayerCharacter? I'd like to implement inventory to my game mode and use it as a global inventory which manage all item on level. Is that possible? Maybe inventory system is for pawn so I do need to create an actor to implement it?

  • @hodainium
    @hodainium 9 หลายเดือนก่อน

    Hey Xist, you helped me out before when I had an issue with cloning your project from github... I'm sorry to ask another question but I've been really confused about this. Why does Lyra use Uobjects instead of dataAssets for equipment and inventory definitions? Is it easier to load during runtime is that why? I imagine loading a file from disk would be a lot more efficient the program than loading all of these equipment blueprints into memory. I probably have a fundamental misunderstanding. Any help would be very appreciated. Thank you very much!

    • @XistGG
      @XistGG  9 หลายเดือนก่อน

      I don't really have a good answer as to why they did it this way. In general the Inventory/Equipment/Weapon system seems to be different than other Lyra systems in significant ways, this being one of them. There are many other ways you could solve this same problem, DataAssets being one.

    • @hodainium
      @hodainium 9 หลายเดือนก่อน

      I appreciate your response! I need to do more research on different ways to handle data in UE. I talked to some people on the unreal slackers discord and they held a similar sentiment as you. Thanks again! Your resources are very helpful @@XistGG

  • @zurgsRushm
    @zurgsRushm ปีที่แล้ว

    Hi! Thank you very much for your video, cool stuff! Im trying something like inventory for my enemies which will give them abilities to attack player, but I don't understand how and where does inventory manager joining to Controller? Do you know something about it?

    • @XistGG
      @XistGG  ปีที่แล้ว +1

      There are 2 places where Lyra injects components: the Experience Definition and the Game Feature Data asset for the GFP. Look in both of those data assets and I bet you will find all the component injections you are looking for. 👍

    • @zurgsRushm
      @zurgsRushm ปีที่แล้ว

      @@XistGG All this time (I spent 3 hours), I tried to find it in Elimination Experience Definition from Shooter... Also I tried to find it in all project via CTRL+SHIFT+F, but no luck. I found it in ShooterCore Game Feature Data asset... You saved my day! Thank you very much! May be create Lyra community channel in Discord? What do you think about it?

    • @XistGG
      @XistGG  ปีที่แล้ว +1

      There is an unofficial Lyra Dev Discord here: discord.gg/RS99Jcur6q

  • @naytbreeze
    @naytbreeze ปีที่แล้ว

    hey very new to ue5 here. I've made a basic level with some vehicles that I'd like to make drivable eventually in like an open world setting not necessarily like a death match mode. I want to now implement weapons/inventory system to my game. I just stumbled on lyra and was wondering if it was possible to transfer lyra game mechanics like weapons, inventory health into my game and how I would could go about it. I saw some videos where people load lyra into custom map but I think I am looking to somehow merge the two maybe? Thanks.

    • @XistGG
      @XistGG  ปีที่แล้ว +1

      I imagine it's a TON of work to extract things from Lyra to use outside of Lyra. Everything is interconnected. I know some people have tried to do it, but I'm not one of them, so I can't speak to how well it works or how easy it might be. Good luck!

  • @lifeartstudios6207
    @lifeartstudios6207 ปีที่แล้ว

    discord link not working.
    VR game developer here, a lot of gameplay ability system stuff is attractive in design for the modular component approach, but I'm worried that it's a lot of extra work for not much reward.
    Assuming I want to build a rapid development kit and community moddable game, I'm still assuming that gas might be worthwhile.
    However, I don't think all concepts from lyra will be good for vr and the complexities of interactions. So, it'd be nice to find the most portable code aspects from lyra as well decouple systems that are unnecessarily intertwined and plugin-ize them. I'm thinking inventory may be a good place to start. The idea will probably drive the item structure which could be problematic.
    The idea of fragments and such is interesting as it gives you the reliable structure that data assets provide while allowing for flexibility. Gameplay tags defining attributes of many varieties throughout code is very attractive considering you can pack up a new gameplay tag list into any module and have it work seamless. Also means any other developer can add support for your tags and there will be no conflicts ( tag system doesn't make or complain about duplicate tag types as far as I know )
    Also agree that inventory component on controller is an odd, yet understandable choice.

    • @XistGG
      @XistGG  ปีที่แล้ว +1

      We've advocated for decoupling of base modules from Lyra on the Unreal Slackers discord though I'm not sure whether Epic heard it or what their long term intent is in that regard. You're right, it would be especially nice for people with existing projects to ease migration.

  • @solaris413
    @solaris413 ปีที่แล้ว

    where is the code?

    • @XistGG
      @XistGG  ปีที่แล้ว

      github.com/EpicGames/UnrealEngine/tree/release/Samples/Games/Lyra/Source/LyraGame

    • @solaris413
      @solaris413 ปีที่แล้ว

      @@XistGG Please help me if possible, i want to use lyra inventory in my other project without replication part so I am thinking of writing code from , I just want to know how to identify classes like whether its object or other in the inventory folder

    • @XistGG
      @XistGG  ปีที่แล้ว

      @@solaris413 join the Lyra Dev Net Discord: discord.gg/RS99Jcur6q

  • @83donpablo
    @83donpablo ปีที่แล้ว

    Love your work, sir

    • @XistGG
      @XistGG  ปีที่แล้ว

      Much appreciated