Base class PickupItem
We need to define how a pickup item looks in code. Each pickup item will derive from a common base class. Let's construct the base class for a PickupItem
class now.
The PickupItem
base class should inherit from the AActor
class. Similar to how we created multiple NPC blueprints from the base NPC class, we can create multiple PickupItem
blueprints from a single PickupItem
base class, as shown in the following screenshot:
Once you have created the PickupItem
class, open its code in Visual Studio.
The APickupItem
class will need quite a few members, as follows:
- An
FString
variable for the name of the item being picked up - An
int32
variable for the quantity of the item being picked up - A
USphereComponent
variable for the sphere that you will collide with for the item to be picked up - A
UStaticMeshComponent
variable to hold the actualMesh
- A
UTexture2D
variable for the icon that represents the item - A pointer for the HUD (which we will initialize later)
This is how the code in PickupItem...