Hey I have a problem, for some reason every time I start the game and open up the inventory the first slot is just a white square, If i click on it I get use it or drop it and it goes away. How do I stop the white square from appearing?
@@DeeDeeYoker I have this same problem! Everything was working brilliantly after completing all three inventory videos. Then I go to start the chests tutorials and quickly realise I have a white square in my inventory and can't populate the inventory! I thought I had this cracked!
If it matters, it seems as though the inventory is still dealing well with the quantity of items, can use and drop them, but literally nothing else. It's like I have a single stack of white squares.
Hi, I was having this same issue but I have found that the solution is readjusting your consumable items description, name, and photo in the individual health, mana, and stamina blueprints. It had nothing to do with the fixed inventory system, just needed to be redone because there was an added variable to the item information structure. Hope this helps!
First off, great tutorial! Thank you for doing these. My brain is on Unreal overload atm so I'm still trying to wrap my head around it all. I have everything working apart from a couple of issues that I can't seem to nail down. 1) This one can be game breaking. If I close the Inventory with the UseDrop Widget open, the next time the Inventory is opened the UseDrop is still open and cannot be closed. I have tried to remove it from the parent, set its visibility, disable inventory close if it's visible, etc. to no avail. Really pulling my hair out with this one! :) 2) This one is just a small one. If you pick up one of each item (health, stamina, etc) and then use or drop them the next time you pick up say a health potion it will slot itself where it was the first time it was added to inventory and not the first empty slot. I'm not sure if I've explained it well but it's just a small thing that has my again scratching my head. Does anyone have any ideas on how to solve these? Maybe I just need to sleep on them and get smacked by a dropping Struct? Again, thanks so much for all you do! Loving the content and learning lots.
Hey dude I'm currently knackered (been a long day working on the video haha) but if by tomorrow you haven't figured it out i'll personally help ya. If you join the discord people are usually around there to help. Also its so awesome you're following the tutorial but don't be scared to download the fully working one and cross check it for any mistake you may have made. Thanks a lot for the support, let me know how you get on :)
@@skuttisunrise2728 Hiya Skutti. I never did solve this one if I recall. I'm gonna jump in engine this morning and see if I can nail it down now that i've step away from the problem for a while.
I've added the inventory system and it works well. Is there a way to use an item without clicking on the 'Use' button. For example, I want to be able to shoot an arrow and it decreases in the inventory.
I'm having an issue choosing a class in the consumable blueprints. For example the mana potion blueprint, inside the "item info struct" default values. The 'item class' is set to mana potion, but when selecting the drop-down arrow to choose another class, the only option is health potion class. There isn't even a mana potion nor stamina potion class available in this list. how does the structure accept health potion class, and yet it puts out a stamina potion when dropping one?
i know its been 3 years xD but i got a problem if i hide the inventory while use/drop is visible it stays there everytime i use inventory and i cant hide it .i was trying to make it disapear when inventory widget is not visible but its always ton of errors and doesnt work
Is there any way to trigger when your inventory slots are all used up? I'm trying to prevent the consumables from being further deleted after your inventory system maxes out. Cheers
Hey I went through all the tutorials and they went awesome! Quick question though how would you go about loading up this widget through a menu and still have the items load into the slots? Doesn't seem to work?
I found out how to get the door to work with the lock but I've noticed the item is not really gone and I can unlock all the doors finding still there in the array
Hey, great Tutorial. But i got one issue in UE5 when making this. When i drop my item it drops the health potion, i did split and put in the class in the spawn actor but it finds the health potion no matter what i drop, any help on how to fix this?
Can you create more tutorial about Weapon inventory, now we have a consumable inventory system but with weapon inventory combine, I think it will be really nice, enough to make a cool game with that. Great job btw!!!
Hey my friend! Just seen all 3 of your comments and I want to say thank you for the support! I'll definitely work on some more tutorial stuff like weapons taking up more space than a normal item + moving items with the mouse, but... I think I need to continue with my tutorial series and then later on I can create those tutorials :D can you wait😉?
@@Beardgames Sure, I can wait bro. How about we can drag and drop items and weapon to a quick slot on the bottom of the screen for quick use, I love the system like that.
Damn it, implementing ai for games takes so much time that you will already have a video explaining every little button in detail in unreal engine by the time i have got time to watch the first episode of this inventory system
Hey man, love your tutorials. Ive been watching tons of them, thank u for making them. I just finished this video but im having an issue with the "non stackable" consumables. If i pick up 3 non stackable items, and drop or use one of them, and then load a new level, it removes all of that item. So same kind of deal that u fixed in this video, unfortunately its still affecting the "non stackable" items. Do u have a fix for this? Thanks again!
ProjectSettings -> GameInstants ... change it to InventoryInst ( yeah I know it's 2 years late and a dollar short but! someone else is bound to read this one day )
I can't find my other comment. Likely using a screenshot link saw it as spam lol. Anyhow figured out the issue with the menu's. Looks like I missed the function creation each time, since it was there by name and i never bothered to open it :)
@@Beardgames Not the first time. I think the link causes it to be flagged automatically. But yeah got it. And was able to work it out with my own system once that was working. Now for the harder part of syncing things together with an equipment type system. / Appreciate this tutorial. Definitely easier/less cluttered/less to remember, than lots of other inventory types.
@@Beardgames Yeah. Simple/condensed is best. I wanted to put together something modular in a way that I can use it in another project or two, with different layouts but same functionality. Those larger inventories while great, are quite the beast to drag around between projects and easily fix/add to if needed. :]
I have no idea what I am doing wrong, but when following this video I end up with an Error "Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsGame_Instance_1". Blueprint: InventorySlot Function: Execute Ubergraph Inventory Slot Graph: EventGraph Node: Add Array Element". Not sure where this is coming from as everything seems to work. Anyway I watched this video now 4 times and I really like how you make things simple for us. Thanks a lot for your hard work. :)
Hey Wilko thanks a lot for the kind words amigo! So whenever you get that error "accessed none" it means you're trying to receive information from a variable which has no information in. What I'd recommend is going over the nodes where you populate your array and make sure information is being passed into it. Hope this helps :)
@@Beardgames I have no idea if you are going to read this or not but if there is a chance I want to try. So I found and solved the problem. Days of troubleshooting and a ton of research (I actually learned a lot in the time). If you want to have a good laugh here is what happened... I named my game instance "gameinstance" and selected it in the project settings. But I did not select MY created game instance. I just noticed it when I renamed it into something else but my project settings never had the correct game instance selected... :D Anyway I though you might wanted to hear how it all ended up. :D have a great day and I m looking forward to a lot more of your videos! :)
as a, somewhat, beginner to this stuff I didnt understand some of your explanation but it really helps me learn for the future. Great vids THANKS!
I didn't understand this last episode one bit, the first and second ones were great though.
Man i really appreciate what you are doing. Keep it up man💪🏻❤️
Kabix
Haha no problem at all buddy I was waiting for your comment :D
I've been fixing the bug that causes items to disappear after using them once, then I found this tutorial sequence ... thank you so much!
but how consum them with use clik button ?
Hey I have a problem, for some reason every time I start the game and open up the inventory the first slot is just a white square, If i click on it I get use it or drop it and it goes away. How do I stop the white square from appearing?
Also Same Problem. Everything was wokring before this video... will just revert back as been looking and changing for too long
@@DeeDeeYoker I have this same problem! Everything was working brilliantly after completing all three inventory videos. Then I go to start the chests tutorials and quickly realise I have a white square in my inventory and can't populate the inventory! I thought I had this cracked!
If it matters, it seems as though the inventory is still dealing well with the quantity of items, can use and drop them, but literally nothing else. It's like I have a single stack of white squares.
Hi, I was having this same issue but I have found that the solution is readjusting your consumable items description, name, and photo in the individual health, mana, and stamina blueprints. It had nothing to do with the fixed inventory system, just needed to be redone because there was an added variable to the item information structure. Hope this helps!
Thanks for the inventory tutorial bro. Just a tip I learned, you can use "set members" to just change one variable in a structure.
Oh nice one dude! Glad you enjoyed the vid amigo and thanks for the tip :)
First off, great tutorial! Thank you for doing these. My brain is on Unreal overload atm so I'm still trying to wrap my head around it all. I have everything working apart from a couple of issues that I can't seem to nail down.
1) This one can be game breaking. If I close the Inventory with the UseDrop Widget open, the next time the Inventory is opened the UseDrop is still open and cannot be closed. I have tried to remove it from the parent, set its visibility, disable inventory close if it's visible, etc. to no avail. Really pulling my hair out with this one! :)
2) This one is just a small one. If you pick up one of each item (health, stamina, etc) and then use or drop them the next time you pick up say a health potion it will slot itself where it was the first time it was added to inventory and not the first empty slot.
I'm not sure if I've explained it well but it's just a small thing that has my again scratching my head.
Does anyone have any ideas on how to solve these? Maybe I just need to sleep on them and get smacked by a dropping Struct?
Again, thanks so much for all you do! Loving the content and learning lots.
Hey dude I'm currently knackered (been a long day working on the video haha) but if by tomorrow you haven't figured it out i'll personally help ya. If you join the discord people are usually around there to help. Also its so awesome you're following the tutorial but don't be scared to download the fully working one and cross check it for any mistake you may have made. Thanks a lot for the support, let me know how you get on :)
@@Beardgames Cheers. Good call on trying the full download. Might have crossed a noodle or two in my BP's. Go rest dude. :)
Hello! :)
Did you guys solve 1) ? I have the same problem as well!
@@skuttisunrise2728 Hiya Skutti. I never did solve this one if I recall. I'm gonna jump in engine this morning and see if I can nail it down now that i've step away from the problem for a while.
@@fletchlockgaming8260 maybe remove all widgets called on the inventory flipflop event?
非常感谢!
I've added the inventory system and it works well. Is there a way to use an item without clicking on the 'Use' button. For example, I want to be able to shoot an arrow and it decreases in the inventory.
I'm having an issue choosing a class in the consumable blueprints. For example the mana potion blueprint, inside the "item info struct" default values. The 'item class' is set to mana potion, but when selecting the drop-down arrow to choose another class, the only option is health potion class. There isn't even a mana potion nor stamina potion class available in this list. how does the structure accept health potion class, and yet it puts out a stamina potion when dropping one?
i know its been 3 years xD but i got a problem if i hide the inventory while use/drop is visible it stays there everytime i use inventory and i cant hide it .i was trying to make it disapear when inventory widget is not visible but its always ton of errors and doesnt work
Is there any way to trigger when your inventory slots are all used up? I'm trying to prevent the consumables from being further deleted after your inventory system maxes out. Cheers
Hey I went through all the tutorials and they went awesome! Quick question though how would you go about loading up this widget through a menu and still have the items load into the slots? Doesn't seem to work?
I found out how to get the door to work with the lock but I've noticed the item is not really gone and I can unlock all the doors finding still there in the array
Hey, great Tutorial. But i got one issue in UE5 when making this. When i drop my item it drops the health potion, i did split and put in the class in the spawn actor but it finds the health potion no matter what i drop, any help on how to fix this?
Any luck with this issue? I'm running into it myself.
Can you create more tutorial about Weapon inventory, now we have a consumable inventory system but with weapon inventory combine, I think it will be really nice, enough to make a cool game with that.
Great job btw!!!
Hey my friend! Just seen all 3 of your comments and I want to say thank you for the support! I'll definitely work on some more tutorial stuff like weapons taking up more space than a normal item + moving items with the mouse, but... I think I need to continue with my tutorial series and then later on I can create those tutorials :D can you wait😉?
@@Beardgames Sure, I can wait bro. How about we can drag and drop items and weapon to a quick slot on the bottom of the screen for quick use, I love the system like that.
Thank you, it worked well. The only problem I've got is I can't use Delay node at all after use item event. Any solution please!!
Damn it, implementing ai for games takes so much time that you will already have a video explaining every little button in detail in unreal engine by the time i have got time to watch the first episode of this inventory system
hey man awesome stuff, could you do a tutorial on how to save and load the inventory? thanks !
I will most definitely continue work on the inventory system when my 30 topic tutorial series is over :)
@@Beardgames awesome!
Hey man, love your tutorials. Ive been watching tons of them, thank u for making them. I just finished this video but im having an issue with the "non stackable" consumables. If i pick up 3 non stackable items, and drop or use one of them, and then load a new level, it removes all of that item. So same kind of deal that u fixed in this video, unfortunately its still affecting the "non stackable" items. Do u have a fix for this? Thanks again!
This one works because I was using a wrong array in remove hehehe. But, everything went well, one more class finished, let's go to the next one!
YOU GOT THIS MAURICIO :D!
Hi can anyone help I'm getting this error Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsGame_Instance_1". Blueprint: InventorySlot Function: Execute Ubergraph Inventory Slot Graph: EventGraph Node: Add Array Element
and Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsGame_Instance". Blueprint: InventorySlot Function: Execute Ubergraph Inventory Slot Graph: EventGraph Node: Remove Array Element
ProjectSettings -> GameInstants ... change it to InventoryInst ( yeah I know it's 2 years late and a dollar short but! someone else is bound to read this one day )
Only One problem. is when you continue to drop or use when having no items it goes Minus.
It also doesnt seem to save for me. do i have to do anything different for a multiplayer game?
Change condition branch from equal to < equal. However it still scks because the item isnt actually removed only the text, image and quantity.
I can't find my other comment. Likely using a screenshot link saw it as spam lol. Anyhow figured out the issue with the menu's. Looks like I missed the function creation each time, since it was there by name and i never bothered to open it :)
I did wonder when I saw the notification what happened 😂 I thought you deleted it after fighting out the issue haha. Great job amigo!
@@Beardgames Not the first time. I think the link causes it to be flagged automatically. But yeah got it. And was able to work it out with my own system once that was working. Now for the harder part of syncing things together with an equipment type system. / Appreciate this tutorial. Definitely easier/less cluttered/less to remember, than lots of other inventory types.
@@MrProjecthalo sounds like you smashed it man! And yeah I tried to keep this inventory system tutorial as easy and simple as possible :)
@@Beardgames Yeah. Simple/condensed is best. I wanted to put together something modular in a way that I can use it in another project or two, with different layouts but same functionality.
Those larger inventories while great, are quite the beast to drag around between projects and easily fix/add to if needed. :]
I have no idea what I am doing wrong, but when following this video I end up with an Error "Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsGame_Instance_1". Blueprint: InventorySlot Function: Execute Ubergraph Inventory Slot Graph: EventGraph Node: Add Array Element".
Not sure where this is coming from as everything seems to work.
Anyway I watched this video now 4 times and I really like how you make things simple for us.
Thanks a lot for your hard work. :)
Hey Wilko thanks a lot for the kind words amigo! So whenever you get that error "accessed none" it means you're trying to receive information from a variable which has no information in. What I'd recommend is going over the nodes where you populate your array and make sure information is being passed into it. Hope this helps :)
@@Beardgames thanks man you are awesome!
I have Uni now but I'll buy you a Coffee later. :) :D
@@Pontos420 Hey wilko thanks so much man! Been to uni myself and I know the cash struggles so I do appreciate it sir 🙂
@@Beardgames I have no idea if you are going to read this or not but if there is a chance I want to try.
So I found and solved the problem. Days of troubleshooting and a ton of research (I actually learned a lot in the time).
If you want to have a good laugh here is what happened...
I named my game instance "gameinstance" and selected it in the project settings. But I did not select MY created game instance. I just noticed it when I renamed it into something else but my project settings never had the correct game instance selected... :D
Anyway I though you might wanted to hear how it all ended up. :D have a great day and I m looking forward to a lot more of your videos! :)
Music is overpowering while trying to listen to you....
I've tuned it down in my newer videos, sorry about that :)