One of the implementations I really wanted to add to the inventory system was being able to move the widget around. Drag and Drop operations, as it turns out, aren't as simple as just drag and drop. A whole new BP must be created that will be used by whatever it is you want to drag, and several functions must be overwritten to do so. As mentioned in the previous blog post, I have started this project again, as the backup I had wasn;t totally up to date and it could stand to be a lot more cleaner. If you have been following along, there is a chance some of the variables or blueprints may not be the same. As always, if you read this blog post and would like more information, please view the original tutorial by youtube user " Unreal Gaime Dev " The first step The first thing to be done is to create a new BP with a parent class of "DragDropOperation." There is nothing required in the construction script or the event graph, it simply requires to vari...
To top the day off and give the blog a little bit more attention, I want to showcase some of the assets I have been working on. Originally I was working on a more complicated asset for 2 hours every week, however I recently decided to get a lot of the smaller assets out of the way first, as I was finding myself slowly chiseling away at the intended asset list and not having much to show for it. Texturing is still quite a way off, and a lot of these assets are still in a whitebox state. The busiest, most populated level in the project will be the marketplace, which will require a lot of small assets, and a few of these I would like to show off in a blog post! Please bear in mind for the time being these are untextured save for one or two of the assets. Seconded to Crates, Barrels are an easy way to flesh out any level in almost any setting. Many games will have these be destructible or contain loot, but I'm afraid given the nature of my project I'd much rather have them ...
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