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

Setting the equipment screen Text Blocks


Since we know that the equipment screen has Text Blocks on the right-hand side of the Weapon and Armor titles, which we created in Chapter 5, Bridging Character Statistics, we want to bind these Text Blocks to a text variable that will hold the names of the weapons and armor that we are equipping. Let's first navigate to our FieldPlayer Blueprint Event Graph, and create a text variable to hold the soldier's weapon name. We will call this text variable soldierWeapon:

Next, navigate to the Pause_Equipment Widget Blueprint's Designer view. Select the Text Block on the right-hand side of the Weapon title, navigate to Details | Content | Text, and click on the Bind drop-down menu to select +Create Binding:

In the Event Graph for this binding, use the Get All Actors Of Class function to get all the actors of the FieldPlayer, and get the soldierWeapon variable and link it to the Return Value pin of ReturnNode so that the Text Block is able to draw the text...