Book Image

Building an RPG with Unreal 4.x

By : Steve Santello
Book Image

Building an RPG with Unreal 4.x

By: Steve Santello

Overview of this book

Now that Unreal Engine 4 has become one of the most cutting edge game engines in the world, developers are looking for the best ways of creating games of any genre in the engine. This book will lay out the foundation of creating a turn-based RPG in Unreal Engine 4.12. The book starts by walking you through creating a turn-based battle system that can hold commands for party members and enemies. You’ll get your hands dirty by creating NPCs such as shop owners, and important mechanics, that make up every RPG such as a currency system, inventory, dialogue, and character statistics. Although this book specifically focuses on the creation of a turn-based RPG, there are a variety of topics that can be utilized when creating many other types of genres. By the end of the book, you will be able to build upon core RPG framework elements to create your own game experience.
Table of Contents (17 chapters)
Building an RPG with Unreal 4.x
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 8. Inventory Population and Item Use

In the previous chapter, we learned how to add a shop, which holds items. In this chapter, we will go a step further by allowing a user to buy items from the shop and use those bought items in their dynamically populated inventory screen. Once done, we will use similar ideas to equip items to party members that will be used to increase the stats of the wearer.

By the end of this chapter, we will learn how to create logic in our Shop Widget Blueprint that populates the inventory Scroll Box in the Shop Widget Blueprint with the buttons created through the Item Data table from the Item Widget Blueprint. Now that we have the logic set up, we need to allow the user to interact with the buttons by being able to buy any item that they click on in the shop, so long as they have enough money. Since the issuer interacts with the dynamically populating buttons, it is important that we have our logic executed when the user presses a button, which is located...