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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

Using items


Now that you have allowed items to populate the inventory, it is now time to make these items work. At this moment, you should still have a branch at the beginning of your item's onClicked button. So far, your branch just goes through a false routine because this routine indicates that the player is interacting with the buttons if they are in the shop. It is now time to create a routine for when the Inventory Screen Boolean is true, which means that the player is on the inventory screen.

The initial steps between where we created a Get Data Table Row function and set it to the Item_Shop Data Table (which takes an item row name and breaks the items into item data) are identical to our previous steps. So, we can simply copy and paste those portions from our previous steps into an empty area in this Blueprint:

Next, we will link the True pin from our initial branch (that is activated by the Get All Actors Of Class function) to execute the Get Data Table Row function:

We will implement...

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