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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

Party members

Before we can keep track of party members, we'll need a way to track a character's current state, such as how much HP the character has or what it has equipped.

To do this, we'll create a new class named GameCharacter. As usual, create a new class and pick Object as the parent class.

The header for this class looks like the following code snippet:

#pragma once

#include "Data/FCharacterInfo.h"
#include "Data/FCharacterClassInfo.h"

#include "GameCharacter.generated.h"

UCLASS( BlueprintType )
class RPG_API UGameCharacter : public UObject
{
  GENERATED_BODY()

public:
  FCharacterClassInfo* ClassInfo;

  UPROPERTY( EditAnywhere, BlueprintReadWrite, Category = CharacterInfo )
  FString CharacterName;

  UPROPERTY( EditAnywhere, BlueprintReadWrite, Category = CharacterInfo )
  int32 MHP;

  UPROPERTY( EditAnywhere, BlueprintReadWrite, Category = CharacterInfo )
  int32 MMP;

  UPROPERTY( EditAnywhere, BlueprintReadWrite, Category = CharacterInfo...
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