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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

Interacting with the NPC


Now that you have made the NPC and volume that will trigger interaction with the NPC, it is time to program interaction with the NPC by using the trigger volume.

Let us first think about the logic. What we will want to do is only allow the player to interact with the NPC if the player is within the NPC's line of sight (in this case, the trigger volume). If the player is not within the trigger volume, we do not want to allow the player to interact with the NPC. In this case, we will need some sort of Boolean that will return true if the player is in the trigger volume and false if the character is not within the trigger volume. We also want to allow the player to press a key to interact with the NPC, but only when the Boolean we create is set to true, since the Boolean we create to keep track of the NPC trigger volume may span across multiple classes. Just like in the previous chapters, let's declare that global variable in RPGGameInstance.h. We will put the variable...

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