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Showing posts with the label UMG

Inventory system is done! Kind of!

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I don't want to go on too long about what I have just done with the inventory system, but all being well, aside from the occasional bug that I am still looking to fix, it will be done, and I can start on the game world mechanics such as a day/night cycle, a calendar, and in-game time. Whenever the player picks up an item, there is a boolean called "Show Obtained Notification?" If this is enabled, the player will receive a small pop-up telling them what item they just obtained. If it is disabled, the item will still be added to the inventory, it just won't show the notification. There is a sort button (on the mouseover) (also, custom mouse pointer!) that when clicked will organise the inventory by the enum to the left, clicking it again will trigger a flip-flop and reverse the sort (From A-Z, then Z-A) It will sort by the item's category (What order they appear in the BP_MasterItem Category Enum) By the amount of items in a stack (From 99-1, the...

Architecture - Blueprint Inventory Part One [Long Post!]

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Unfortunately, every time I screen record, the unreal engine crashes. So, I'm instead going to have to backtrack through what I have already done to try and showcase it in several screenshots instead, so that I can upload a small amount here and there whenever I have added something to the games blueprints! Woo! The following posts will be following an already existing tutorial that I will be talking through, made by user " Unreal Gaime Dev " - Please make sure to watch his tutorials and show him some love, whilst this inventory isn't clean or crisp, it is a very well functioning inventory using physical slots instead of a list. I just got done adding a very very simple currency system that currently isn't used anywhere else in the game, that's something that will come at a later date. Instead of spending two 6-hour days coding, I figured I'll stop until tomorrow and show the blog some love. The screen shot dimensions may be a little off on the ...