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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
Languages
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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

Logical difference between the inventory and shop items


Let's now open the Item Widget Blueprint by navigating to Content | Blueprints | UI:

At this point, we should not have any logic for the button, which is necessary because it gives us the actions that the button will perform in conjunction with the game. To add a functionality to the button, click on the button, navigate to Details | Events | OnClicked, and then click on +:

Here, we will need to do a few things. Firstly, we know that this Blueprint will be responsible for all of the button mechanics regarding both the shops and the character's inventory and the mechanics will be different since the character buys items from the shop and uses items from the inventory. Since these different game screens provide different actions, it would be wise to first check whether a user is in the shop or in their inventory. To do this, we should first bring in the Get All Actors Of Class function, and get all the actors from the Field Player class...

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