Can't wait for another episode, it's so clear. Other youtube tutorials kinda explains inventory, but not really, also most of them are using some weird overcomplicated code to make simple things work.
Amount of views here is criminal. Even already understanding the mechanics coming from Unity, you explain how to speak Unreal language, and that's extremely helpful!
You are a relatively hidden GEM! my god, one of the few people that gives both a follow along tutorial AND and explanation for every little move, pretty much. For someone new to game dev and scripting in general, some of these things need to be explained to me like I'm five years old, and you manage to do that without being patronizing. It's such a relief, gonna be watching your other videos as well!
You are truly a teacher. This is awesome bro. Im so tired of these A to B vids. Your explainations are beyond helpful. Where can one support your efforts?
Few days ago I've started to look for this, found previously 3 tutorials which were absurd, like: - hey guys - I've made shit! You can make shit too now! Subscribe, ring a bell! Cheers! Non of them weren't using datatables, but also absurd code logic. This series certainly must get more attention (and love) from anybody who tries to make inventory system. Thanks for your work, it is really appreciated, you can't even imagine how much.
Thanks a bunch. I ran through one of Ryan Laley's and got an inventory going and moved on. I'm changing things around to gametags and was reminded i don't understand each piece. Thanks for Demystifying and I appreciate your transfer of knowledge. crystal clear bud
Every other video I have been looking through does not get to the point quite like this. Thank you. This also solved an issue I had with getting the camera trace without actually casting. Clean. I am new to Unreal and coding and this made so much sense. Can't wait for more.
Just wanted to say that I appreciate the way you annunciate and "teach!" A lot of tutorials out there by technical / intelligent people that unfortunately don't always translate to teaching well, or explaining things in a verbally understandable way
What I like todo, is I make items actor components, so there is: Item (Actor Component) Holdable (Something the player can hold, child of item, has stuff like animations soft references (to save memory)) Melee item (child of holdable, has stats like damage, and overrides events from holdable like primary action to do an attack) Sword (inherits from melee item, has specific item stats) Then there is an inventory which works as an interface to interact with it's items array and holdable array
At 24:10 when trying to connect Sphere Trace Reach Length to Break Hit Result I get "Only exactly matching structures are considered compatible. Derived structures are disallowed" Anyone know what I've messed up?
First of all, I'm extremely grateful for the way you explain what you're doing as you go. I find your approach to teaching very helpful. Unfortunately, I've come unstuck. Everything goes well until I test the line trace hitting the item. You mention that this won't work unless the item has collision but, in your video, it clearly does, because it works right away. I have done nothing different (except I use a different static mesh) but I'm not seeing the debug message. There are collision settings within the static mesh but I'm not sure what, if anything, needs setting here. Any tips would be greatly appreciated. Thanks again for making these vids.
Inevitably, right after posting, I found the fix (which was to add a simple collision capsule to the static mesh). D'oh! But also... Woohoo! Episode 2 here I come.
The thing about inventorys that I have yet to find a good solution to, is managing items with different types of data associated - without just making a massive overbloated struct. IE. Say you want to store a gun - you need to store the amount of ammo currently in the weapon, and maybe durability. Whereas, if your storing a key, it's going to have to have some sort of ID to identify what door it opens. The way everyone does it is by making a struct with allll of that data in it, but i don't like that. Not to mention if you want to add new items with new data later on...well structs don't like to be edited when they're in use. Basically, the day I can create an inventory like rusts inventory in a modular way, ill be happy lol. Looking forward to seeing how you manage your items
You need to consider parent to child relationships if you want to take this further. For example, if the parent contains all the data needed for your inventory then the children can further become unique. The inventory will only need to look for the parent level information. Another route is having a structure of structures. A master structure that references and holds the other structures.
@@DarkslayerTV Well yea so, say you have a gun that inherits from pickup, or something along the lines. The gun will obviously have the base data that the inventory manages, but the problem still is if you wield a gun (spawn it in) shoot a couple shots, then put the gun away (despawn it) all of its data (such as the current amo in the gun) will be destroyed, and thus has to get passed into the inventory system, or somewhere to keep track of that data. Same thing with any class that's getting destroyed from the world when being put away really. Using the child struct of struct methods, I still can't really wrap my head around how the inventory manager itself would deal with that. All of those structs are going to be different data types
@@TylerSerino You could store an actor reference with the inventory item. When you equip the item set it HiddenInGame = False and attach to socket. When you unequip the item set it HiddenInGame = True and attach to root or something.
Me when I saw thumbnail: Oooooooooooooo(sarcastically as fuck) another "demystify" ckickbait title video Me 5 seconds later: Actually i'll click this one...................... 👀
I think this is the clearest and best explained inventory system in Bp Video i come Across, insane content quality dude. I wish you the best!!!
Finally someone who actually explains why we do and use things. Thanks man subbed!
Can't wait for another episode, it's so clear. Other youtube tutorials kinda explains inventory, but not really, also most of them are using some weird overcomplicated code to make simple things work.
Amount of views here is criminal. Even already understanding the mechanics coming from Unity, you explain how to speak Unreal language, and that's extremely helpful!
Great tutorial. Keep them coming! you're a great teacher
Finally, someone explains the logic and not just follows me, and you will maybe get to the same result as me. Thanks mate 👍
You are a relatively hidden GEM! my god, one of the few people that gives both a follow along tutorial AND and explanation for every little move, pretty much. For someone new to game dev and scripting in general, some of these things need to be explained to me like I'm five years old, and you manage to do that without being patronizing. It's such a relief, gonna be watching your other videos as well!
Wow! It is like everyone hands you the puzzle pieces and wish you luck but you also give the picture on the box. Thank you!
Dude, thank u so much. You actually explain what is happening and why
You are truly a teacher. This is awesome bro.
Im so tired of these A to B vids. Your explainations are beyond helpful. Where can one support your efforts?
I like your style of teaching. The WHY and HOW and BECAUSE anecdotes are very important.
Few days ago I've started to look for this, found previously 3 tutorials which were absurd, like:
- hey guys - I've made shit! You can make shit too now! Subscribe, ring a bell! Cheers!
Non of them weren't using datatables, but also absurd code logic.
This series certainly must get more attention (and love) from anybody who tries to make inventory system.
Thanks for your work, it is really appreciated, you can't even imagine how much.
BRO i can't tell you how much i needed this video. As an artist designer who struggles with programming, this helped me so much!!!
hands down the best tutorial I've ever seen, in terms of depth
been going through inventory tutorials and thank goodness I found this because you clearly know whats going on
Thanks a bunch. I ran through one of Ryan Laley's and got an inventory going and moved on. I'm changing things around to gametags and was reminded i don't understand each piece. Thanks for Demystifying and I appreciate your transfer of knowledge. crystal clear bud
Every other video I have been looking through does not get to the point quite like this. Thank you. This also solved an issue I had with getting the camera trace without actually casting. Clean. I am new to Unreal and coding and this made so much sense. Can't wait for more.
Hands Down Best Tutorial I have ever watched! and I have seen A lot.. Lol Good stuff man keep the info coming!
You are so interesting ! i'll watch this video multiple times for sure. Thanks for sharing with such depth.
Best regards,
Love this! I actually get it and can apply this other places!
Wow dude ! Love your format !! The community needs you !
Just wanted to say that I appreciate the way you annunciate and "teach!" A lot of tutorials out there by technical / intelligent people that unfortunately don't always translate to teaching well, or explaining things in a verbally understandable way
This is what tutorial shoudl look like. Now I know how things work!
appreciate this as someone trying to LEARN UE5 and not just follow tutorials XD
What I like todo, is I make items actor components, so there is:
Item (Actor Component)
Holdable (Something the player can hold, child of item, has stuff like animations soft references (to save memory))
Melee item (child of holdable, has stats like damage, and overrides events from holdable like primary action to do an attack)
Sword (inherits from melee item, has specific item stats)
Then there is an inventory which works as an interface to interact with it's items array and holdable array
Can someone explain why you would use string, text, or name? The internet is all over the place about it
This is a topic that im trying to learn. It was explained like im 4 and i appreciate that. And i laughed like 7 times. Girth. 🤣
Great video man, bravo
At 24:10 when trying to connect Sphere Trace Reach Length to Break Hit Result I get "Only exactly matching structures are considered compatible. Derived structures are disallowed" Anyone know what I've messed up?
I solved it! I'm a dummy and used a "multi sphere trace by channel" instead of "sphere trace by channel"
Well Done.
First of all, I'm extremely grateful for the way you explain what you're doing as you go. I find your approach to teaching very helpful. Unfortunately, I've come unstuck. Everything goes well until I test the line trace hitting the item. You mention that this won't work unless the item has collision but, in your video, it clearly does, because it works right away. I have done nothing different (except I use a different static mesh) but I'm not seeing the debug message. There are collision settings within the static mesh but I'm not sure what, if anything, needs setting here. Any tips would be greatly appreciated. Thanks again for making these vids.
Inevitably, right after posting, I found the fix (which was to add a simple collision capsule to the static mesh). D'oh! But also... Woohoo! Episode 2 here I come.
Legend!
I think I prefer the data asset approach to creating items.
The thing about inventorys that I have yet to find a good solution to, is managing items with different types of data associated - without just making a massive overbloated struct. IE. Say you want to store a gun - you need to store the amount of ammo currently in the weapon, and maybe durability. Whereas, if your storing a key, it's going to have to have some sort of ID to identify what door it opens. The way everyone does it is by making a struct with allll of that data in it, but i don't like that. Not to mention if you want to add new items with new data later on...well structs don't like to be edited when they're in use. Basically, the day I can create an inventory like rusts inventory in a modular way, ill be happy lol. Looking forward to seeing how you manage your items
You need to consider parent to child relationships if you want to take this further. For example, if the parent contains all the data needed for your inventory then the children can further become unique. The inventory will only need to look for the parent level information.
Another route is having a structure of structures. A master structure that references and holds the other structures.
@@DarkslayerTV Well yea so, say you have a gun that inherits from pickup, or something along the lines. The gun will obviously have the base data that the inventory manages, but the problem still is if you wield a gun (spawn it in) shoot a couple shots, then put the gun away (despawn it) all of its data (such as the current amo in the gun) will be destroyed, and thus has to get passed into the inventory system, or somewhere to keep track of that data. Same thing with any class that's getting destroyed from the world when being put away really. Using the child struct of struct methods, I still can't really wrap my head around how the inventory manager itself would deal with that. All of those structs are going to be different data types
@@TylerSerino You could store an actor reference with the inventory item. When you equip the item set it HiddenInGame = False and attach to socket. When you unequip the item set it HiddenInGame = True and attach to root or something.
legend
u r the best 🫂
Me when I saw thumbnail:
Oooooooooooooo(sarcastically as fuck) another "demystify" ckickbait title video
Me 5 seconds later:
Actually i'll click this one...................... 👀