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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
Languages
Tools
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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

The UMG inventory submenu


As mentioned earlier, we need to create submenus for our buttons to navigate to. Using UMG, there are several ways to create submenus, but the most straightforward way is to create a new Widget Blueprint for each submenu and then bind the Widget Blueprints together.

Since we will need many of the same items in our submenus such as the character names and most of their stats, we can save a lot of time by carefully making a copy of our main pause menu, renaming it, and then editing it to fit whatever submenus we need. Since we have initially saved the main pause menu as Pause, we may want to first rename it so that it is more descriptive. So head back into your Content Browser, locate where you saved your pause menu, and rename it by right-clicking on the pause menu widget and selecting Rename. Rename this file as Pause_Main:

Next, make a duplicate of Pause_Main by right clicking on the file and selecting Duplicate:

Rename this as Pause_Inventory:

We will now be able...

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