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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
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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

Determining whether the inventory screen is on or off


We will now set the inventoryScreen variable in its proper place. The best place to put this is when the inventory menu pops up. So, go to Pause_Inventory by navigating to Content | Blueprints | UI. In Pause_Inventory, locate the Event Construct in the Event Graph (if an Event Construct does not exist yet, create one), and from here, get every actor from the Field Player class by creating Get All Actors of Class, which is located under Utilities in the Actions menu:

Under Actor Class in the Get All Actors Of Class function, change the actor to Field Player:

From the Out Actors pin, in the Get All Actors Of Class function, you will need to attach a GET function. This will take an array of all actors in your Field Player class and allow access to individual members of the class:

Lastly, open your all possible actions and uncheck Context Sensitive. Go to Set Inventory Screen by navigating to Class | Field Player:

Once done, connect the Target...

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