Architecture - Blueprint Inventory Part 2: Inventory Functionality, Drag and Drop
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...