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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

The UMG equipment submenu


The last submenu we need to design is the equipment submenu. Since our submenu for equipment will be very similar to the submenu for inventory, the easiest way to start would be to navigate back to Content Browser, duplicate Pause_Inventory, and rename it as Pause_Equipment so that Pause_Equipment is a direct copy of Pause_Inventory. Next, open up Pause_Equipment.

We will be designing this screen in a similar way to the Inventory screen. We will still be using the Scroll Box to populate items (in this case, equipment). We will be mostly keeping the same stats for each character; we will continue utilizing the Back button that will eventually navigate back to the pause screen. Let us edit the differences. First, change the title of the screen from Inventory to Equipment and reposition it so that it is horizontally aligned to the middle of the screen:

Next, we will need to edit the character stats. We may have equipment in this game that when equipped, will change the...

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