Inventory rewrite nearly done

Found some time before the new years to implement a fresh update inventory / container system. I’ve pushed for a more data driven approach (hence a complete redo) and can now generate items based on csv / json files. This will cut down on inventory serialization for save files and speed up item generation. Added in slot restrictions for items.

Items in the inventory now can have more extensive descriptions and added attributes. Implemented a use function for items. Still have to connect this to the equipment component for easy equiping.

Will be implementing stats for characters soon. Basic attributes are working still need to add in extra calculations based on equipped gear (such as armour that will be calculated for bullet penetration).

Rather happy with how the rewrite ended up. Will be focusing on adding item drop for accessories (dropping a scope / silencer / magazine onto a gun should add it to the weapon on closest empty attach point)

Still need to finish up keyboard / gamepad options to use inventory (some steps are already made in that direction)

Still can’t get a new pc to speed up development though. All graphics cards are constantly out of stock…

Character progress

Slight face modification and start of facial rig

Did some modifications the the face and added a target render for my next step into x-gen

Did a quick photo-bash / painting of the hair I’m going for..

Sorry for the slow progress but got burt out juggling work projects and the prototype. Will be upgrading my pc this year so I should regain some much needed momentum once that happens.

Server success

I was finally able to compile a simple sample project with a separate server and client and connect them to each other :).

The amount of workarounds and pitfalls to the process can be a bit daunting. But seeing as hindsight is 20/20 it seems rather simple now.

The most problematic was the compile of the engine from source (took ages on my old pc)

I will be looking forward to mashing most of my sample projects into a new one taking into account to do regular packages to check for underlying errors.

On top of the many small replication projects I feel that my network code is at a state where things should run smoothly on the next version.

P.S

Word of caution: if you are making a dedicated server project do not name it “test” !!! it causes an internal error on compile (it breaks and just spits out unknown error)

Dedicated server compile battles

Working towards compiling a standalone server for out of editor tests. The UE4 engine compile times are pretty bad on my old pc (left it compiling overnight). Pushing through compile errors (lighting swarm rebuilds, setting up custom target files etc). Hopefully it will be a short speed bump to get over.

Hooking up ui

I’ve been able to standardize most of my ui to a custom template. I’m now digging in and replacing the old stock unreal sliders, checkboxes and droplists with my own. Styling will be a lot easier once it all follows the same rules.

Custom keys working

I was able to code in key customization. Still looking into extra needed configs such as mouse / controller sensitivity inverted axis etc.

It still looks pretty bare bones but I can now save / load the config of primary and secondary inputs, just have to make them look nice with icons etc.

UI Tests

Working on getting some UI Setup. Had a few days of looking into widget & slate coding. On my second mini project I think I’ve got a good amount of graphical / audio controls which save out and import.

Still have to rework input remapping (default ue4 remapping keeps swapping multiple rebinds). Once that is done I’ll port it over to the main project. Previous version was based on console commands and execute which caused the game to stop exporting to a final project (hopefully wiil be fixed)

Looked into multi-language support. Got it working ok. Switching between English & Polish works fine.

Mechanism progress

Fixed chambering mechanism (bullet now spawns correctly in chamber at the right phase of pulling back of the slide).

Did a massive overhaul of the magazine system. Magazines can have mixed ammunition. rewrote the spawning mechanism of bullets and optimized it better for networking (less needed replication and strain on network packets). Now the only needed info is a TArray of class objects to replicate it.

Will be working on a weapon customization interface next.