WARNING!! This is a great Basic Understanding. Once you get it to Work, youll need Basic UE knowledge to take it further Without a part 2 to this video. Great Video Bro.... I just figured out how to expand on it And actually use it... Bro ive been through multiple Inventory systems from the UE5 Market... They are all good, but finally to be able to put it together and understand it... Fcking 5 Star bro... Ive been working this one project for like 5years.... Smh.... 1hour i got your Basic System in... A day Later i done made my own inventory slots working and all... Im still finishing mine and may do a follow up and review video because this was good. -ILLz
@@Itz_ILL You need to mark the inventory variable as save game able, then loop over all the items saving their item name and quantity. I have a video about making a save game system if you don't have one already :)
Yaoo I ended up figuring this out, a couple hours after i posted this and meant to let you know, but i did exactly what you just posted and it works like a charm!! Thanks Big Time.. Theres a few more of your videos im using too.
At 11:08, what would I have done wrong if I pressed the debug key and it gave me the correct amount of items but showed as "None - 3", like why would it say "None"?
Hey! This sounds like you are adding the quantity correctly but your item isn't being found. Check the item you are picking up / adding to make sure its got a valid item Then check the function add to make sure thats adding the item into the key :)
I have a question. How do you limit the quantity of slots in the inventory? For example, i only want 10 slots in my inventory, and once the slots are filled, you can't take any more item. Sorry for my broken english hehe
Hey! Its a good and common idea! Around 8:01 When you add to the slots Just check the length of the Slots->Keys. If the keys == 10 in length, don't add the new item. however, if the item exists, then allow the update (since you are just changing qty)
@@D3kryption thank you so much. I'm trying to understand every part so hopefully i can make my own system, I don't like just copy and paste without knowing what i'm actually doing
@@D3kryption Thank you so much for the response. I'm having an issue right now with the thing i want to do but i will try to fix it by myself so i can learn. In the case i can't, do you have a something where i can expose my problem and maybe get some help? I don't want to bother you to much, so that's why i'm asking for something like a community where i can go and ask for help in the case i need it.
You could create a function called TradeItem where you pass in the inventory you want it to go to, and the item. It finds the ITEM in your inventory and calls ADD on the other inventory, then REMOVE on your inventroy :)
It's relatively easy just by calling the functions we have created. Depending on what type of inventory you want of course! If you go with the style of Skyrim, you can just loop over all the inventory items and add a category then render the category. When you click a category - select all items within it :)
@@gowthamkarthick9763 Thats a little beyond the scope of this simple inventory. You will need to look into storing the items sizes and positions within the grid. For example, an apple is size 1x1 and exists within grid row 3 and column 4. But a pistol size is 3x3 and existing within grid row 1 and column 1
its a good start but without the 2nd video it is going to be hard to make use of this.
Did you end up making the video about generating a UI for this? I'm using maps and can't figure out how to get items to a hotbar. Any ideas?
nevermind this system is super dope
Im lookin to figure this out myself
Hey not yet. I have it noted down to crack on with it :D
Great tut, Im new and you explained it well. Subbed,liked and shared.
Thank you! Happy to help :D
Very cool and slick inventory system. I love maps!
Thank you! I'm glad you liked it! :D
@@D3kryption Can I add a condition system to this inventory like what is in fallout 3, New Vegas and Oblivion.
@@colicpizza4168 As this basic inventroy stands - no. But you should be able to alter to achieve what you need.
WARNING!! This is a great Basic Understanding. Once you get it to Work, youll need Basic UE knowledge to take it further Without a part 2 to this video.
Great Video Bro....
I just figured out how to expand on it And actually use it... Bro ive been through multiple Inventory systems from the UE5 Market... They are all good, but finally to be able to put it together and understand it... Fcking 5 Star bro... Ive been working this one project for like 5years.... Smh.... 1hour i got your Basic System in... A day Later i done made my own inventory slots working and all... Im still finishing mine and may do a follow up and review video because this was good.
-ILLz
Hey! Yes this is a super basic inventory and I do plan on creating part 2. I just need to crack down on it :D
@@D3kryption all good bro, you have alot of other videos imma be making time to look at too... It was just Realizing how it all works
How Would i save this inventory or is there a video u can refer me to to do so
@@Itz_ILL You need to mark the inventory variable as save game able, then loop over all the items saving their item name and quantity. I have a video about making a save game system if you don't have one already :)
Yaoo I ended up figuring this out, a couple hours after i posted this and meant to let you know, but i did exactly what you just posted and it works like a charm!! Thanks Big Time.. Theres a few more of your videos im using too.
Love this one!!
At 11:08, what would I have done wrong if I pressed the debug key and it gave me the correct amount of items but showed as "None - 3", like why would it say "None"?
Hey!
This sounds like you are adding the quantity correctly but your item isn't being found.
Check the item you are picking up / adding to make sure its got a valid item
Then check the function add to make sure thats adding the item into the key :)
I have a question. How do you limit the quantity of slots in the inventory? For example, i only want 10 slots in my inventory, and once the slots are filled, you can't take any more item. Sorry for my broken english hehe
Hey!
Its a good and common idea!
Around 8:01
When you add to the slots
Just check the length of the Slots->Keys.
If the keys == 10 in length, don't add the new item.
however, if the item exists, then allow the update (since you are just changing qty)
@@D3kryption thank you so much. I'm trying to understand every part so hopefully i can make my own system, I don't like just copy and paste without knowing what i'm actually doing
@@delaschado8196 It is 100% the way to be :) If you understand it all you will know how to adapt it :D
@@D3kryption Thank you so much for the response. I'm having an issue right now with the thing i want to do but i will try to fix it by myself so i can learn. In the case i can't, do you have a something where i can expose my problem and maybe get some help? I don't want to bother you to much, so that's why i'm asking for something like a community where i can go and ask for help in the case i need it.
@@delaschado8196 Hey Sorry for the delay. You can freely join the discord at any point (Links in description!) and I'm normally always around :)
Is there a part 2
i cant find one
Hey not yet. I have it noted down to crack on with it :D
How would you do a move to different slot or inventory
You could create a function called TradeItem where you pass in the inventory you want it to go to, and the item. It finds the ITEM in your inventory and calls ADD on the other inventory, then REMOVE on your inventroy :)
I'm having trouble finding the next video.
I ended up never actually making it. I need to get around to making the UI
@@D3kryption Okay. Thanks for replying!
When will next video come out
I will admit, I completely intended but forgot to do this part 2.
I've added it to my list to sort out! :)
@@D3kryption Please part 2.
i would also like part 2 of this one
@@THEbigNOOBS I've noted this down to get back into it! :)
I have arrived...
How can we integrate this with ui?
By the way awesome video 😊
It's relatively easy just by calling the functions we have created.
Depending on what type of inventory you want of course!
If you go with the style of Skyrim, you can just loop over all the inventory items and add a category then render the category. When you click a category - select all items within it :)
How can we create a inventory like the one in re4, escape from tarkov and dayz?
Please reply😔😔
@@gowthamkarthick9763 Thats a little beyond the scope of this simple inventory. You will need to look into storing the items sizes and positions within the grid. For example, an apple is size 1x1 and exists within grid row 3 and column 4.
But a pistol size is 3x3 and existing within grid row 1 and column 1