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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

Getting character data


At this point, the pause menu is fully designed and ready for data integration. In Chapter 3, Exploration and Combat, we had developed means to display some player parameters, such as the player's name, HP, and MP into CombatUI through binding Text Blocks with the Game Character variable in order to access character stat values held within Character Info. We will do this in a very similar fashion, as we did in the previous chapter, by first opening the Pause_Main widget and clicking on the Text Block that we will update with a value.

In this case, we have already designated locations for all our stat values, so we will start with the HP stat that we named Editable_Soldier_HP:

Navigate to Content | Text, and click on the drop-down menu of Bind next to the dropbox. Click on Create Binding under the drop-down menu:

Once you have completed this process, a new function called Get_Editable_Soldier_HP_Text_0 will be created, and you will automatically be pulled into the graph...

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