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Building an RPG  with Unreal 4.x

You're reading from   Building an RPG with Unreal 4.x Get to grips with building the foundations of an RPG using Unreal Engine 4.x

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781782175636
Length 360 pages
Edition 1st Edition
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Authors (2):
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Alan R. Stagner Alan R. Stagner
Author Profile Icon Alan R. Stagner
Alan R. Stagner
Steve Santello Steve Santello
Author Profile Icon Steve Santello
Steve Santello
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Toc

Table of Contents (12) Chapters Close

Preface 1. Getting Started with RPG Design in Unreal FREE CHAPTER 2. Scripting and Data in Unreal 3. Exploration and Combat 4. Pause Menu Framework 5. Bridging Character Statistics 6. NPCs and Dialog 7. Gold, Items, and a Shop 8. Inventory Population and Item Use 9. Equipment 10. Leveling, Abilities, and Saving Progress Index

Displaying levels and experience in the pause menu


At this point, if you test the build, the party members will gain experience from battle and level up accordingly (you will be able to tell by watching the stats grow if a party member has gained enough experience to level up), but we will not yet display the proper level or experience points of the party members. We can easily do this by binding these values to our pause menu. Navigate to Content | Blueprints | UI. Open the Pause_Main Widget Blueprint. In the Designer view, select the Editable_Soldier_Level Text Block on the right-hand side of Soldier Lvl that we created in Chapter 4, Pause Menu Framework:

In the Details tab under Content, create a bind to that text by clicking on the Bind drop-down menu and selecting +Create Binding:

This will automatically open the graph of the Get Editable_Soldier_Level_Text function. In the graph, we need to simply get the variables from the RPGGameInstance, like we did before, but this time, we are specifically...

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