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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
Tools
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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

UMG buttons


So far, we have created the first screen of our pause menu that includes all of our characters and placeholders for their stats and gold. The next thing we need to design is buttons, which will be the last portion of our first pause screen. Much like buttons in other software packages, they are typically used to trigger events built around mouse clicks. A programmer can simply have their button listen to a press from a mouse button and cause an action or series of actions to occur based around that button click. The buttons we are creating will be used as navigation to submenus since we need a way of navigating through the inventory and equipment screens. Therefore, on our main screen, we will need a button for both inventory and equipment. We will also need a button to go to the pause menu and resume playing the game as well.

Let us start by creating our first button. Navigate to Palette | Common | Button and place it in your Canvas Panel under the Hierarchy tab:

For organization...

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