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Request Ultimate Inventory System - From beginning to end

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Suggested combinations:
  • Use this system on The Island map included in my
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  • Fill this world with awesome
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    to go with your breathtaking landscape
  • And of course add some
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    !

Ultimate Inventory System - From beginning to end​

Including:
  • Inventory system
  • Crafting System
  • Equipment System
  • Vendor System
  • Attribute Manager
  • Level and skill Manager
  • Basic Combat System
  • Resource Pack
  • Pickup System
  • UI including theme changer
  • Excel import logic

Inventory Controls:​

  • Split
  • Transfer
  • Custom Amount
  • Transfer All
  • Swap Stacks
  • Combine Stacks
  • Default action
  • Drop

Inventory Options:​

Decay
  • Each item has the option to decay in an inventory.
  • Decay multiplier can be changed so we can simulate a refrigerator, freezer or hot environments
  • If an item is fully decayed, it can be destroyed, chosen to be not useable anymore, required repair or even spawn a new item (e.g. spoiled meat)
Slot system
  • You can choose to use the limit of the inventory on weight or amount of slots
  • Dynamic slot creation
  • Weight based
  • Slot based
Initial inventory
  • It is possible to assign starting items
  • The amount of inventory slots can be tweaked per inventory
Vendor
  • The AC_Inventory component can be switched to an vendor by clicking ”Is vendor”
  • The vendor is based on a tradelist which can use categories to spawn items.
  • You can tweak the sell and buy price multipliers for the vendor
  • The vendors do have: “Not interested” categories.
  • Vendor has amount of coins and cannot buy if it is not sufficient.
Lootchest
  • The AC_Inventory component can be switched to a lootchest. “Is lootchest”
  • The loot is based on a lootlist. For now I’ve setup low, medium and high quality lootchests
  • The loot can be determined per chance, per category and even per item!
Restocking
  • The Vendor and lootchest have a restock and reset ability. The timer will trigger after interaction.
  • Each item restocked can be set:
  • A chance to spawn
  • If spawning, what is the min and max amount that should be spawned.
  • If restocking, don’t exceed this number of items.
Crafting
  • The inventory component can be used for crafting abilities.
  • The player also has crafting abilities without a workstation. Open your personal inventory to see the crafting options of the player (Tab or I).
  • Crafting is recipe based. So the player needs to know the recipe to be able to see and craft the item.
  • Recipes are category based. E.g. Fish can only be cooked at a fireplace/campfire.
  • The crafting station can have the option to have an On/Off requirement.
  • It can also require fuel to be consumed. The accepted fuel can be set as an priority and manually be defined.
  • Fuel can anything like: Sticks, logs, coal or whatever you like to define.
  • Crafting queues can be cancelled per stack or for all.

Data table & Import logic​

Nearly everything is driver from a datatable (inventory/crafting/equipment/etc.) I want it to be easy for you to to fill in your data table. I know it can be hard, especially if you have many items! Preferably you will want to use Excel if you have many items to be included. I've worked a lot to make that possible! I've created a clear an categorized Excel, you can simply only fill in the values that you requires. If you don't need specific attributes, you can simply hide them! The excel and documentation on how to import/export can be found under the “Documents” folder

Attribute manager​

Many attributes have been defined and implemented for you.
They are defined in 6 main categories:
  • Non-Persistent_Character_Attributes
  • Persistent_Primary_Character_Attributes
  • Persistent_Character_Survival_Attributes
  • Persistant_Generic_Combat_Attributes
  • Persistant_Ranged_Combat_Attributes
  • Persistant_Level_Attributes
The attribute manager keeps track of attribute states:
  • Base value
  • Added value
Both of these values can be changes temporarily or persistent.

Implemented non persistent attributes:
  • Health
  • Energy
  • Food
  • Hydration
  • Magica
  • Fatigue
  • Weight
It also includes active effects and state effects which are driven from a datatable. e.g. On fire, Cold, Drunk, Poisoned, Sick, Bleeding
Temporarily effects:
The attribute manager is able to assign attributes with a timer. This is perfect for RPG style potions or cool things like waterbreathing potions.

Level & Skill Manager​

Define which skills there are.
Keep track of key statistics:
  • Current level
  • Current XP
  • Current maximum XP in level
  • Total accumulative XP
  • Progress percentage
  • Awarded Skill Points
  • Maximum achievable level
  • Has it reached the maximum level
  • XP Growth factor
Add XP to a specific skill from wherever you want
Determine how much xp is required for the next level
(based on an algorithm so it is expanding gradually, but not too much.)
You can change this easily by tweaking the level growth factor.
You can do this for ALL skills or per specific skill.
It includes UI functionality for XP gains

Combat System​

A basic combat system with:
  • Melee
  • Bow and Arrow
  • Hit Text
  • Data driven attributes
Weapon types
  • One handed
  • Two Handed
  • Spear
  • Hatchet
  • Pickaxe
  • Dagger
  • Bow and Arrow

UI Theme Changer​

With the use of the BFL_UI_Theme you are able to easily change your UI
  • Fonts
  • Outlines
  • Background colors
  • Stroke Colors
  • Progress bar Colors
  • Crafting states colours
  • Categorized in Header, Secondary Header, and Base text

Resource Pack​

This pack includes hundreds and hundreds of amazing assets!
The assets are made so you can easily populate your game in no time with quality assets.
The assets are ranging from nearly every category you can think of.
I’ve created nearly all the assets myself.
However, to speed up the process I’ve also used some amazing assets from the public domain (cc0).
Sources are:
  • opengameart.org
  • blendswap.com
  • 3dmodelscc0.com
  • ambientcg.com
  • Some content from Epic Games examples (e.g. log is extracted from a tree in the open kite demo)

Technical Details​

Features:
  • Inventory system
  • Crafting System
  • Equipment System
  • Vendor System
  • Attribute Manager
  • Level and skill Manager
  • Basic Combat System
  • Resource Pack
  • Pickup System
  • UI including theme changer
  • Excel import logic
Number of Blueprints: 79
Number of Meshes: 319
Number of Materials: 151
Number of Textures: 876
Network Replicated: Yes
Supported Development Platforms:
Windows: Yes
Documentation:
  • Very extensive blueprint documentation.
  • Documentation provided on the main aspects of the system (~60 pages).
  • It also includes documentation for import/export process for Excel driven properties to the datatable
  • Excel files included
Important/Additional Notes: This system is very extensive and there may be hard to comprehend for beginners. Extensive and personal support from an
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with one on one contact with the developer (That is me, Eric)
 

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