![]() This actor holds inventory data such as display name and could hold additional information like item weight and a thumbnail. Now create another Blueprint based on Actor and name it “ BP_InventoryActor“. This actor is visible in the world and responds to On Used events. I’ve split the inventory and in-world objects into two separate blueprints, this requires a ‘mapping’ between the who which may be undesirable for very large projects, I intend to tackle this issue when moving to a more advanced inventory system (using DataTables) in future parts.įirst we create the blueprint classes so we can more easily move through the implementation in a single pass.Ĭreate a new Blueprint based on UsableActor and name it “ BP_PickupActor“. ![]() When dropping an item (“F”-key in tutorial) we spawn the actor back into the world. Last updated: 4.7 The Conceptīuilding on the UsableActor C++ class from part one we respond to On Used events (“E”-key in tutorial) by spawning a blueprint instance in the character’s inventory and removing the object from the world. To keep the tutorial of a reasonable size I will not go in-depth for every node, you may of course ask any questions in the comment section!ĭownload : Tutorial2_Content (Includes post-process for item highlighting)īuilt for 4.0. It is expected that you have a basic working knowledge of Blueprint and Unreal Editor. ![]() Please note that this tutorial was written based on the C++ Part 1 tutorial, some names or nodes may be slightly different if you work from the Part 1 Blueprint tutorial, but the concepts remain exactly the same.īuilding an inventory system is not beginner level. In this part I will show you how to build a basic inventory system to pickup, select and drop items from a player’s inventory. ![]() This is part two of a tutorial series, please first complete one of the following tutorials: ![]()
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