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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

Item data


Now that we are finished with the gold creation, we need to create one more thing before we make a shop, that is, items. There are many ways to make items, but it is best to keep an inventory and stats of items through the use of Data Tables. So, let's first create a new C++ FTableRowBase struct similar to the CharacterInfo structs that you previously created. Our files will be called ItemsData.h and ItemsData.cpp, and we will put these files where our other data is; that is, by navigating to Source | RPG | Data. The ItemsData.cpp source file will include the following two header files:

#include "RPG.h"
#include "ItemsData.h"

The ItemsData.h header file will contain definitions of all the item data that we will need. In this case, the item data will be stats that the player has, since items will most likely affect stats. The stats only need to be of the integer type and read-enabled since we won't be changing the value of any of the items directly. Your ItemsData.h file will look...

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