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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

Getting player instances


If you were to test this now, you would see that a value gets created in our pause menu, but the value is 0. This is not correct because our character is supposed to start with 100 HP according to the character's current stats:

The problem occurs because the Field Player that accesses the pause menu never assigns any of our character data to Character Target. We can easily set the proper character target in Blueprint, but we won't be able to assign any of the character data without exposing our added party members to Blueprint. So, we must first head into RPGGameInstance.h and allow the exposure of our current game data to a Game Data category of Blueprint in the UProperty parameters:

UPROPERTY( EditDefaultsOnly, BlueprintReadOnly, Category = "Game Data" )

Your RPGGameInstance.h file should now look like this:

#pragma once

#include "Engine/GameInstance.h"
#include "GameCharacter.h"

#include "RPGGameInstance.generated.h"

/**
 * 
 */
UCLASS()
class RPG_API URPGGameInstance...
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