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Nov 28, 2021
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Ultimate Inventory System V1
Discord Join the Hyper Game-dev Discord
Demo Try it out!
Video▶ To view the product (Update,now including hotbar!)
Made by Eric from Hyper!
Modular Check out other compatible assets
V1 & V2
Please note the “V1” and “V2” labels on my assets. The v1 versions are my original versions and are based on UE4. If you are using UE5, I would always advise you to use the V2 version (if available). The V2 versions are significantly changed architecturally and visually and are different products, however with the same goal. All original products will stay as is and if needed I supply bug fixes for them.
Ultimate Inventory System – From beginning to end
Including:
Inventory system
Crafting System
Equipment System
Vendor System
Attribute Manager
Level and skill Manager
Hotbar
Basic Combat System as an example for the attribute display
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/cra…
Technical Details Features: Inventory system Crafting System Equipment System Vendor System Attribute Manager Level and skill Manager Basic Combat System as an example for the attribute display 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 Important/Additional Notes: This system is very extensive and there may be hard to comprehend for beginners. Supported Platforms: Windows. It is assumed that it works fine on all platforms. Support, community & Documentation : Initial Support like bug encounters and online documentations are available after verification [Please note that docs are optional and web-based] . Easiest way is to access is Discord, but ofcourse also possible via mail . The discord is a meeting place with forums setup per asset where other game developers with the same asset can discuss the use and also help each-other out including me (Eric) the developer. All my blueprints are always heavily commented. Not only the what happens, but I try to explain why it happens. The documentation of this asset also includes excel downloads.
The most complete inventory system perfect for Survival / RPG / OpenWorld games. It includes: Inventory, Crafting, Equipment, Vendors, Attribute manager, Level and skill manager, Resource pack, Pickup system, UI, Excel spreadsheets, and more!
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