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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

Buying items


Head back into the Item Blueprint. Where we left off before, we allowed that upon clicking a button, we would get all actors from the Field Player class. Here, we set up a branch that checks whether the Inventory Screen Boolean is true or false (which means that we check whether the player is on the inventory screen; if they are not on the inventory screen, we will perform the buying logic in our shop).

Let's first bring in a Get Data Table Row function located under Utilities in the Actions window:

Then, set the Data Table to Items_Shop. This will allow us to get every row from the Items_Shop Data Table. Then, link the False pin from the branch that we created to the execution of Get Data Table Row:

You may have noticed that we can select any row name from the Data Table. In this case, we just need to get the row name of the item that is currently selected. To do this, bring in Get of the Item text variable that you created in the previous chapter in this class. You need to link...

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