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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

Revisiting the equipment screen


You may notice that if we stick to this Event Graph, we will merely be using each weapon instead of equipping it because of the Remove from Parent function. We will come back to edit this Event Graph later on in the chapter to properly set the button to equip rather than use.

We will now populate the equipment screen. As mentioned earlier in this chapter, you can choose how you want to populate the equipment screen. For simplicity of this example, we will just populate the equipment screen as we did with the shop. So, we will navigate back to the Pause_Equipment Widget Blueprint's Event Graph, and use the same logic that we implemented to populate the shop screen; only this time set the Get Data Table Row Names function to get the Weapons Data Table. Then, set the Create Widget function to get the Weapon widget. Note that you need to ensure that is Variable of the Scroll Box is checked in your Designer view; otherwise, your Scroll Box will produce an error...

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