Here we are, at the last chapter of this guide. In the previous chapters, we saw most of the aspects of UE4 and its Blueprint system, and we immediately used what we learned to create five interesting starting point for beautiful games. I used a simple approach in this book, why should we change now for this last chapter?
Here, we will look at the last few tools and aspects of a game and we will mix all the tools covered so far, improving our knowledge about them in order to create a more complex and variegate world for our games.
In this chapter, we will cover:
Inventory and crafting system