Before we can keep track of party members, we'll need a way to track a character's current state, such as how much HP the character has or what it has equipped.
To do this, we'll create a new class named GameCharacter
. As usual, create a new class and pick Object
as the parent class.
The header for this class looks like the following code snippet:
#pragma once #include "Data/FCharacterInfo.h" #include "Data/FCharacterClassInfo.h" #include "GameCharacter.generated.h" UCLASS( BlueprintType ) class RPG_API UGameCharacter : public UObject { GENERATED_BODY() public: FCharacterClassInfo* ClassInfo; UPROPERTY( EditAnywhere, BlueprintReadWrite, Category = CharacterInfo ) FString CharacterName; UPROPERTY( EditAnywhere, BlueprintReadWrite, Category = CharacterInfo ) int32 MHP; UPROPERTY( EditAnywhere, BlueprintReadWrite, Category = CharacterInfo ) int32 MMP; UPROPERTY( EditAnywhere, BlueprintReadWrite, Category = CharacterInfo ) int32 HP; UPROPERTY( EditAnywhere...