1.1 General Information
Survival Inventory is a multiply compatible inventory system, designed with survival games in mind. A fully fledged crafting and equipment system means that you can add any item you want in to the system in seconds and have your players be able to craft or equip them.
– Multiplayer Support
– Full Crafting System
– Random Item Spawners
– Storage Container
– Customizable UMG UI
– Full Equipment System
– Add New Items And Crafting Recipes Easily
– Health, Hunger, Thirst And Stamina stats
– Use, Equip, Move, Split, Unequip and Stack
– Crafting Queue System
– Sprint System
– Starvation and Dehydration States
– Weight System
– Video Tutorials
– Full Documentation
1. Import your custom mesh in the project, and set up the materials as you would with a normal static mesh.
2. Next navigate to the items folder located in the blueprints folder, and open the ItemData data table.
3. First click the + button highlighted in red to add a new row to the table, then name the row in the green highlighted box and hit enter, you now have a new item in the item table here you can set all the items information.
4. First start with the name, description and weight of the item. Then set the category of the item depending on what you need.
5. Equipment slot is only relevant if you are adding in armor for your character or a weapon.
6. Inventory slots is if the item is equipped how many slots it will add to your inventory. note this will only work if the item is equipped.
7. Use text is the text that will display when the play right clicks on the item in the inventory.
8. Hunger, Thirst, Health and stamina is how the item if consumed will effect your characters stats. Icon is the icon that will display in the inventory to represent the item, world mesh is the mesh the system will use when the item is dropped in world, Equipped mesh is only used if the item is appearing on your character this must be a skeletal mesh as it needs to be animated.
9. Once you have filled on the relevant information for your item create a Child of the item blueprint in the items folder.
10. Open the new blueprint your created and change the item id string variable in the blueprint default values to the row name you created in the ItemData blueprint, and set the count to 1.
11. Next drag the item in the the viewport and you have you new item in world.
1. Navigate to the blueprints folder, then open the items folder and open the CraftingRecipesData.
2. Click the plus highlighted in red to add a new recipe, then name the row we recommend keeping the same naming convention as the included crafting row names.
3. Highlighted in blue is the recipes settings, first set the recipe name. This is the name the player will see in the crafting menu.
4. Crafted ID is the id of the item that you want the recipe to create, to find an items id go to the itemdata data table and the id is the row name of the item that you want. Crafted count is how many of the item will be created when this recipe is used.
5. Craft time is how long the item will take to craft in seconds.
6. Category is were the recipe will be when the player uses the filter buttons on the crafting menu.
7. Needed item Id is the id of the items that are required for the player to have to craft this recipe and the count is how many of the item you will need, if you dont want to have 4 items required to craft an item just leave those needed item ids blank.
8. Once this is done you should see your new recipe in the players crafting menu.
1. Navigate to the items folder inside the blueprints folder and open the LootSpawnTable Data Table.
2. Click the + highlighted in red to add a new item to the loot table, then name the loot table row name.
3. Next set the spawn ID this is the item id that you want the loot table to be able to spawn, an items ID can be found in the ItemData data table as the row name.
4. Min and Max spawn numbers are the amounts that the spawner can spawn of that item (NOTE if the item can not stack set both these numbers to 1).
5. Spawn change is the chance of this item being spawned if the spawner rolls that item, the higher the more chance the item will be spawned (NOTE this number should be 0.99 or lower)
1. First create the survival inventory project from your Epics game launcher, make sure you create the project in the same version that your own project is to avoid issues, once created open the survival inventory project.
2. Next right click the Survival_Inventory folder in the content browser and select migrate, Next click OK and locate the content folder in your own project, select it and hit OK. Once this is done open your project and you should see the Survival_Inventory folder in your content browser.
3. In your project open the edit menu on the top left of UE4 and select project settings, then go to maps & modes. Next change the Default GameMode to GM_FirstPersonGameMode.(Do not do this if you are using your own custom Gamemode)
4. Next go to the Input section in the projects settings, and add the Interact and Open Inventory Action Mappings from the image below, I have also included the movement mappings below but if you already have a character in your project you will most likely have them already.(If you do not have a character already and are planning to use the included character blueprint everything will now be working and you can stop here.)
5.Next open your own character blueprint, Click Add Component and search for Player Inventory Component and add the component.
6.You will need to add skeletal Components to your characters mesh component, you do this by clicking on the add component and search for Skeletal Mesh and add the component once added drag the new Skeletal Mesh over your mesh component in the list to make it a child component. You will need to do this for each equipment slot and rename the slots like shown in the image below. (Making sure that the names are the same and all the components are a child of the main mesh of your character.)
7. Next open the included Survival Inventory character blueprint found in the blueprints folder. Open the construction script and copy the content. Then paste that in to your own characters construction script and attach to the main construction script node.
8.Open the main event graph of the included character blueprint and copy the Highlighted Node from the image in to your own character blueprint.
9. Next we need to go in to the Player Inventory Component blueprint and find the begin play node attached to it there is a get owner node that casts to the firstpersoncharacter blueprint, this cast node needs to be deleted, then drag off from the get owner node and cast to your characters blueprint.
10. Then select the character set variable node next to the cast node and change the variable type to your own characters blueprint, this will bring up a warning but click ok.
11. Next right click the set character node and select find references, this will bring up a list of all the places this node is used double click through each of the list items and reconnect the character node to there correct nodes this will be clear as they will be next to the nodes that need to be reconnected and there will be a connection missing most of these will be target connections.(When replacing any node make sure you reconnect the exec pins!)
If you cannot reconnect your character variable to the target then delete the node you cant reconnect to, drag out from your character variable and search for the function/Event and recreate the node.
12. Once you get to the Set equipment nodes you will not be able to connect the character variable to the target connection, Delete the old set equipment node and drag out from your character node and search for Set equipment mesh and create the new node. (Make sure you do this for all of the find results items and make sure you reconnect the Equipped mesh pin as well most of these will be clear and next to where the old node was.)
NOTE. in the update all slots function the variable that needs to be connected to the equipped mesh connection is behind the node once done this function should look like this.
13. This is the final step in the my blueprint panel under functions open the interaction category and open the function interact range. Here again delete the firstpersoncharater cast node and drag out from the get owner node cast cast to your character blueprint and connect to the exec pins then drag out from the As “Your character blueprint name” connection and search get first person character camera (If you have a custom camera with a custom name search for that) then from that node connect to the target of the get camera view node.
After you have completed these steps your character should have the Survival Inventory system working.
If you have any issue please contact us a firstname.lastname@example.org