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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

Setting the weapon and equipment screen variables


Now that you have a weapon in your Weapons Data Table, we can set up a framework to equip this weapon.

Just like the items that you created, you can choose to populate the weapons in a shop, you can choose to allow weapons to be picked up automatically from other NPCs in the field, or you can make them enemy drops just like you did with gold. Whichever method you choose, make sure that the weapons end up getting populated in your equipment screen in a similar way in which the items got populated in your inventory screen. At the bare minimum, we will need the character to hold an array of weapons. Navigate to the FieldPlayer Blueprint and open the Event Graph. Then, add a new text array variable that is similar to the arrayItem variable that you created in the previous chapter, and call it arrayWeapons:

The major difference between the items and equipment is that we will be able to equip and unequip equipment rather than just using the equipment...

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