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

Creating the weapon button


Next, we can move on to populating the equipment screen. To do this, we first need to create a weapon button similar to the item button that we created previously. This weapon button will house all the logic that will be performed when the user presses the weapon button. Since the weapon button will be similar to the item button in a lot of ways, we can duplicate the item button and modify it to fit the weapon parameters. So, go to the Item Widget Blueprint by navigating to Content Browser | Blueprints | UI, and duplicate the Item Widget Blueprint:

Then, rename it Weapon, as shown in the following screenshot:

We can now open the Weapon Widget Blueprint and navigate to the Event Graph. Here, you will see an exact copy of the Item Widget Blueprint logic, and since the logic for equipping weapons will be similar to using items, we can just modify the Event Graph to fit it with what we want to happen when the user presses the weapon button.

First, we need to edit the...