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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
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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

Setting the equipment screen Text Blocks


Since we know that the equipment screen has Text Blocks on the right-hand side of the Weapon and Armor titles, which we created in Chapter 5, Bridging Character Statistics, we want to bind these Text Blocks to a text variable that will hold the names of the weapons and armor that we are equipping. Let's first navigate to our FieldPlayer Blueprint Event Graph, and create a text variable to hold the soldier's weapon name. We will call this text variable soldierWeapon:

Next, navigate to the Pause_Equipment Widget Blueprint's Designer view. Select the Text Block on the right-hand side of the Weapon title, navigate to Details | Content | Text, and click on the Bind drop-down menu to select +Create Binding:

In the Event Graph for this binding, use the Get All Actors Of Class function to get all the actors of the FieldPlayer, and get the soldierWeapon variable and link it to the Return Value pin of ReturnNode so that the Text Block is able to draw the text...

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