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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

Creating the weapon button


Next, we can move on to populating the equipment screen. To do this, we first need to create a weapon button similar to the item button that we created previously. This weapon button will house all the logic that will be performed when the user presses the weapon button. Since the weapon button will be similar to the item button in a lot of ways, we can duplicate the item button and modify it to fit the weapon parameters. So, go to the Item Widget Blueprint by navigating to Content Browser | Blueprints | UI, and duplicate the Item Widget Blueprint:

Then, rename it Weapon, as shown in the following screenshot:

We can now open the Weapon Widget Blueprint and navigate to the Event Graph. Here, you will see an exact copy of the Item Widget Blueprint logic, and since the logic for equipping weapons will be similar to using items, we can just modify the Event Graph to fit it with what we want to happen when the user presses the weapon button.

First, we need to edit the...

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