Very good, amazing update. I'll be testing it next as soon as I finish my locomotion experiments. Please also add support to "Generic USB Controller" in case of using wheels and joysticks. Keep going.
thanks so much for your products! enjoying the inventory a lot so far! where can i get the Narrative Interaction? the link was not in the description as stated haha
how can I make it consume part of the item based base on the weight of the item, let's say 25% of it? how can I consume some of the item if it's stacked?
HAve few questions, sorry if some dumb,just learning UE here: 1)as I checked some tutorials Equipment system itself seems to be a pain--all these ex. armour parts=you can have nice meshes but there can be problems with them and player SKM- I mean I heared model (players ody) can get through outfit,ex armour parts meshes. On this video you (pink shirt;) show it works so easy. I'm worried it maybe only works so fine with metahumans and its clothing meshes. Should it work also so smoothly IF i got good qouality outfit meshes from other sources, example some UEMarketplace assets? 2)about that "activable"items--does it mean "equipped" ? 99% yes. I understand LOADINg will load character with "equipped"(yellow arrow sign) parts of inventory, and all the rest will be in inventorys "bag" (ex blue and white shirt;0 ) 3)I am obliged to create ALL my items throgh these 3 categories-narrative Items/Clothing/equippable items? If i create other blueprint class for items beside these 3 from narrative,will they not work,not been seen by this inventory plugin? Asking cause I'm just going through huuge GameAbilitySystem course right now and not sure if it will be easy to integrate,join GAS element,systems into this plugin.,for ex. adding GameplayEffects to these 3 NarrativeItems blueprints, using gameplaytags with them ,etc.?
I need a narrative combat system based on data tables for weapons with exexution/parry/counter/air combo support hehe. Most are bloated or non existent support hehe. Couldn't pass on thr inventory with the discount going
me again, i got this error when i open the inventory Blueprint Runtime Error: "Accessed None trying to read property Inventory". Node: SetText (Text) Graph: EventGraph Function: Execute Ubergraph W Narrative Menu Inventory Blueprint: W_NarrativeMenu_Inventory
First? :P
Looking forward to sticking this in a project! Its got everything you could need :D
You have great tutorials on this subject. I'll be giving it a try very soon.
Very good, amazing update. I'll be testing it next as soon as I finish my locomotion experiments.
Please also add support to "Generic USB Controller" in case of using wheels and joysticks. Keep going.
Pls make hotbar and craft in next verson
Is there a way to have all the items shown in a data table instead of just as individual blueprints in the folder schema?
thanks so much for your products! enjoying the inventory a lot so far! where can i get the Narrative Interaction? the link was not in the description as stated haha
Where is the download for the project shown in the video. The link you supply doesn't show anything about the stores or the chests.
nice mate
how can I make it consume part of the item based base on the weight of the item, let's say 25% of it? how can I consume some of the item if it's stacked?
HAve few questions, sorry if some dumb,just learning UE here:
1)as I checked some tutorials Equipment system itself seems to be a pain--all these ex. armour parts=you can have nice meshes but there can be problems with them and player SKM- I mean I heared model (players ody) can get through outfit,ex armour parts meshes. On this video you (pink shirt;) show it works so easy. I'm worried it maybe only works so fine with metahumans and its clothing meshes. Should it work also so smoothly IF i got good qouality outfit meshes from other sources, example some UEMarketplace assets?
2)about that "activable"items--does it mean "equipped" ? 99% yes. I understand LOADINg will load character with "equipped"(yellow arrow sign) parts of inventory, and all the rest will be in inventorys "bag" (ex blue and white shirt;0 )
3)I am obliged to create ALL my items throgh these 3 categories-narrative Items/Clothing/equippable items? If i create other blueprint class for items beside these 3 from narrative,will they not work,not been seen by this inventory plugin?
Asking cause I'm just going through huuge GameAbilitySystem course right now and not sure if it will be easy to integrate,join GAS element,systems into this plugin.,for ex. adding GameplayEffects to these 3 NarrativeItems blueprints, using gameplaytags with them ,etc.?
I need a narrative combat system based on data tables for weapons with exexution/parry/counter/air combo support hehe. Most are bloated or non existent support hehe. Couldn't pass on thr inventory with the discount going
instead of using meta humans for our character meshes, would this be able to work with synty character meshes?
You sure can, all the plugins are made to be flexible, we'd never force you to use a certain model or anything like that!
Is narrative interaction released yet?
Has been sent off to Epic, shouldn’t be far!
me again, i got this error when i open the inventory Blueprint Runtime Error: "Accessed None trying to read property Inventory". Node: SetText (Text) Graph: EventGraph Function: Execute Ubergraph W Narrative Menu Inventory Blueprint: W_NarrativeMenu_Inventory
OK Solved, forgot to setup the player state in World Settings