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SP8_InventoryComponent

Option

Description

Starting Items

Set the Items the Player will get, if he is new (For testing).

Item: Data Table of Item (Read more).

Amount: How much of that Item.

Level: Level of the Item.

isEquiped: Is the Item equiped?

Default Max Inventory Size

The Size of the Inventory without any additional Size from SP8_BPI_IncreaseMaxInventorySize

Since v0.2

QuickSlotKeys

Set for each Element a own Quick Slot Key Name.

Subtract Level if Enhancement Fails

How many Levels the Item reduces, when the Enhancement fails.

Can not go under Level 0!

Equipment Types

Put here all Equipment Gameplay Tags.

Read more!

Item Type Equipment to Actor Comp Type

This Variable connects a Equipment Type with one or more Child Actors, which should be on the Player.

Key: Equipment Type

Value: All Child Actor Gameplay Tags

Item Type Consumable

Gameplay Tag of the Item Type Consumable.

Item Type Equipment

Gameplay Tag of the Item Type Equipment.

Item Type Costume

Gameplay Tag of the Item Type Costume.

Since v0.2

EquipmentSets

Contains all Equipment Set’s used in the Game.

Key: Equipment Set

Name: Name of the Set

StatsPerPiece:

Key: How many Pieces are giving the Stat Values

Value: Set the Stat, which will increase the Stats of the Player

Inventory Logging

Customize Logs

Example:

Key: Select LogType

Type: Can be left empty if not needed

SubType: Can be left empty if not needed (Sometimes it will be overwritten with different Values)

Message: What should be printed to the Chat Box.

OnlyOnDebug: If true, the Message will be only shown, if the “Inventory Logging Debug” is set to true.

Inventory Logging Debug

If set to true, every Log of the Inventory Component will be shown in the Chat.

Function

Callable

Description

Default Use-Case

TryToAddItemToInventory

Server

Adds a new Item to the Inventory

Example:

When Buying an Item.

TryToRemoveItemFromInventory

Server

Removes an Item from the Inventory

Example:

When throwing an Item to the ground.

TryToRemoveItemFromInventoryByIndex

Server

Removes an Item from the Inventory

Example:

When throwing an Item to the ground.

TryToSellItem

Server & Client

Sell a Item from the Inventory

If a Shop is open and the Player clicks on a Item inside the Inventory Widget.

TryUseItem

Server & Client

Depending on the Item Type following Function will be called:

- Equipment: Equip or Unequip Item

- Costume: Equip or Unequip Item

- Cosumable: TryToUseConsumable

If the Player clicks on a Item inside the Inventory Widget.

TryToUseConsumable

Server & Client

Use a consumable Item.

Calls SP8_UseConsumable and SP8_Overwrite_UseCustomConsumable.

If the Player clicks on a Item inside the Inventory Widget.

TryToRemoveConsumableItem

Server

Remove Consumable Item

If you want to remove the Consumable inside SP8_UseConsumable not right away, you can call this Function to remove it.

TryToSetCustomData

Server

Change the Custom Data of an Item

CheckIfInventoryContainsItem

Server & Client

Check if the Inventory contains an Item

When trying to remove an Item.

getInventoryContent

Server & Client

Get all Items from the Inventory

Get the complete Inventory for displaying it on the Inventory Widget.

getItemFromInventoryByIndex

Server & Client

Get Item from the Inventory at Index

For displaying to the Player.

getMaxInventorySize

Server & Client

Get the max Inventory Size

For generating the Slots inside the Inventory Widget.

getCurrentInventorySize

Server & Client

Get the current Inventory Size

For displaying the current Size to the Player.

EquipItem

Server & Client

Equip an Item from the Inventory

If the Player clicks on a Item inside the Inventory Widget and the Equipment Widget is open

UnequipItem

Server & Client

Unequip an Item

If the Player clicks on a Item inside the Equipment Widget.

setEquipmentActorCompSlots

Server & Client

Set the Actor Component Slots for Equipment Items.

Should be called on Begin Play by the Player BP and before Load.

getAllEquipedSlots

Server & Client

Get all Equiped Items (Equipment)

For generating the Equipment Window.

getAllEquipedSlots_Costume

Server & Client

Get all Equiped Items (Costume)

For generating the Costume Window.

getEquipmentSlotByType

Server & Client

Get Equipment by Equipment Type.

For displaying an equiped Item to the Player.

getStatByType

Server & Client

Get Stat of Equipment and Costumes.

For adding as additional Value to the Stats Component.

isItemEnhanceable

Server & Client

Check if Item is enhanceable.

If the Player puts an Item into the Enhancement Window, you can check if he can Enhance it and if yes enable the Enhance Button.

enhanceItem

Server & Client

Enhance Item.

On click the Enhance Button.

Since v0.2

getEnhancementChance

Server & Client

Get the Additional Chance for enhancing.

For displaying the correct Chance on the Enhancement Window.

Since v0.2

TryToUseQuickSlot

Server & Client

Use a Consumable Item, which was added to a Quick Slot.

On Key Press.

Since v0.2

TryToAddItemToQuickSlot

Server & Client

Try to add an Item to a Quick Slot.

When the Player add’s an Item from the Inventory to the Quick Slot Widget.

Since v0.2

ClearQuickSlot

Server & Client

Clear a Quick Slot.

When Item was removed from the Quick Slot Widget.

Since v0.2

GetQuickSlot

Server & Client

Get the Item from the Quick Slot.

For changing the Quick Slot Widget.

Since v0.2

getEquipedSetCount

Server & Client

Get equiped set count by Set

For displaying the Set Count to the Player.

Since v0.2

getAllEquipedSetCount

Server & Client

Get equiped set count

For displaying the Set Count to the Player.

Initialize

Server

If you are using your own Save System, you can use this Function to set the Informations, which this Component needs.

Only if you do not call Load!

Load

Server

Load all variables

Should be called on start.

Save

Server

Save all variables

Dispatcher

Called

Description

Default Use-Case

InventorySlotChanged

Client

Called if the Inventory has changed.

Index -1 will mean, that the Adding failed.

If you changed the widget before the Server could execute it, you need to regenerate the Inventory.

Change the Inventory Widget.

EquipmentChanged

Server & Client

Called if the Equipment has changed.

Change the Equipment Widget

EnhancementFailed

Client

Called if the Enhancement Failed

Update the Enhancement Widget.

Not needed if you are using the PlayerTemplate!

EnhancementSucceded

Client

Called if the Enhancement Succeded.

Update the Enhancement Widget.

Not needed if you are using the PlayerTemplate!

Since v0.2

QuickSlotChanged

Client

Called, when a Quick Slot is changing.

Update the Quick Slot Slot Widget

Initialized

Server & Client

Called if all Variables are set and the Component can be used

Initialize all Widgets and stop loading Screen if all Components are initialized.

SP8_BPI_isItemEnhanceable (Only if you are not using SP8_PlayerTemplate)

Function

Callable

Description

When is it called?

SP8_isItemEnhanceable

Server & Client

Check if the Player can Enhance an Item.

On isItemEnhanceable.

Since v0.2

SP8_getAdditionalEnhancementChance

Server & Client

Get the Additional Chance for Enhancement

On isItemEnhanceable.

SP8_BPI_UseConsumable (Only if you are not using SP8_PlayerTemplate)

Function

Callable

Description

When is it called?

SP8_useConsumable

Server

Here you can put your logic, when a Consumable Item was beeing used.

Called when a Consumable Item was used.

SP8_BPI_IncreaseMaxInventorsySize (Only if you are not using SP8_PlayerTemplate)

Function

Callable

Description

When is it called?

SP8_IncreaseMaxInventorySize

Server & Client

Increase the Max Inventory Size.

On get max Inventory Size.

Inventory LogTypes

LogType

Description

Error_OnlyCallableOnServer

Function can only be called on Server.

Error_ItemDataTableRowNotFound

Data Table of Item does not contain “NewRow”.

Info_AddItemFailed_InventorySpaceExceeded

Could not add Item to the Inventory, because current inventory Size + new Item would be greater then Max Inventory Size.

Info_AddItemFailed

Item could not be added to the Inventory.

Info_AddItemSucceded

Item was added to the Inventory.

Overwrite SubType with Item Name and Amount.

Info_RemoveItemFailed

Item could not be removed from the Inventory.

Info_RemoveItemSucceded_Removed

Item was removed from the Inventory.

Info_RemoveItemSucceded_Reduced

Item Amount was reduced.

Error_ItemNotFoundInInventory

Item could not be found inside the Inventory.

Error_NotEnoughItemsInInventory

Inventory does not contain enough Items.

Error_EquipedItemCanNotBeUsed

An equiped Item can not be used.

Error_NotEnoughAmount

Inventory does not contain enough Items.

Info_ItemSold

Item was sold.

Overwrite SubType with Item Name and Amount

Error_PriceOfItemNotSet

The Price of the Item is not set.

Info_ItemNotSellable

Selling Item failed.

Error_TryUseConsumable_IsNotConsumable

Can only call TryUseConsumable on Consumable Items.

Info_ConsumableUsed

An Consumable Item was used.

Only called if SP8_UseConsumable or SP8_Overwrite_UseConsumable returns true.

Info_EquipmentDoesNotIncludeLevel

The Level of the Item does not exists inside Stats.

Error_ItemNotEquipable

Item can not be equiped.

Info_EquipeFailed_LevelNotHighEnough

The Level of the Player is lower then the needed Level.

Overwrite SubType with needed Level

Info_ItemEquiped

Item was equiped.

Overwrite SubType with Inventory Index

Error_NoItemEquiped

There is no Item equiped at the Slot.

Info_ItemUnequiped

Item was unequiped.

Overwrite SubType with Inventory Index

Error_ItemEnhancementDoesNotIncludeLevel

The Level of the Item does not exists inside Enhancement.

Info_EnhancementFailed_NotEnoughUppItems

Enhancement failed, because the Inventory does not contain enough Items.

Overwrite SubType with Inventory Index

Info_EnhancementWorked

Enhancement succeded.

Overwrite SubType with Inventory Index

Info_EnhancementFailed_NotEnoughCurrency

Interface Function hasEnoughCurrency returned false.

If using the PlayerTemplate: Sp8_Override_hasEnoughCurrency.

Error_EnhancementFailed_NotEnhanceable

Item is not enhanceable.

Info_EnhancementFailed

Everything worked, but the Enhancement failed.

Info_Initialized

Called on Initialize.

Info_UseConsumableFailed_LevelNotHighEnough

Could not use consumable, because the Level of the Player is not high enough.

Since v0.2

Info_QuickSlotIsEmpty

Called on TryToUseQuickSlot, if the Quick Slot does not contain an Item.

Since v0.2

Info_QuickSlotDoesNotExists

Called on TryToAddItemToQuickSlot, if the Quick Slot does not exists.

Since v0.2

Error_OnlyConsumablesCanBeAddedToQuickSlot

Called on TryToAddItemToQuickSlot, if the Item is not a Consumable Item.

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