Unreal Engine 5 RPG Tutorial Series - #14: Equipment System
Summary
TLDR在这个Unreal Engine 5的教程视频中,我们将开始构建一个角色扮演游戏(RPG)的装备系统。视频首先展示了装备系统的结构,灵感来源于《刺客信条:起源》,玩家可以在界面中为角色装备武器、盾牌和护甲等。接着,教程详细介绍了如何在Unreal Engine中创建数据库和数据表,以及如何定义武器的结构,包括名称、伤害、等级要求、图标和模型等。此外,还展示了如何创建一个可拾取的武器蓝图,并通过玩家的交互动作将其添加到角色的库存中。最后,视频还简要介绍了如何在玩家蓝图中添加装备系统组件,并通过键盘按键实现拾取功能。整个教程旨在为观众提供一个易于跟随的入门指南,为后续的UI实现和更深入的系统集成打下基础。
Takeaways
- 🎮 视频教程是关于Unreal Engine 5的RPG系列,今天开始装备系统的构建。
- 🛡️ 装备系统将受到《刺客信条:起源》的启发,有角色在中间和装备槽位用于装备武器、护甲、盾牌等。
- 📚 将创建一个数据库来组织所有的装备信息,包括名称、伤害值、所需等级、图标、静态网格和装备类型。
- 🔍 通过创建一个名为`e_weapon_types`的枚举器来区分近战武器、远程武器、护甲和盾牌。
- 📁 为了更好地组织,创建了两个结构体:`_s_weapons`用于定义武器的属性,`_s_slots`用于在数据库中存储装备槽位信息。
- 🔨 使用数据表`DB_weapons`来存储所有武器的实例,并通过行名来区分不同的武器。
- 🔄 创建了一个蓝图类`BP_weapon`,用于在世界中放置装备,并允许通过选择不同的数据库条目来更改静态网格。
- 🔗 通过创建一个新的蓝图组件`bpc_equipment_system`,将装备系统整合到玩家角色中,以便于管理和拾取装备。
- 🔑 实现了一个功能,允许玩家通过按'E'键与世界中的装备互动,并将其添加到库存中。
- 📊 为了调试和查看库存中的装备,创建了一个自定义事件,通过按'H'键可以打印出当前库存中的所有装备。
- 🌟 视频最后提到,接下来的教程将会涉及UI的实现,允许玩家在界面中选择和管理装备槽位。
- 📢 鼓励观众点赞、订阅频道,并加入Discord服务器以获取更多帮助和交流。
Q & A
在Unreal Engine 5中,如何开始构建装备系统?
-首先,需要创建一个新的文件夹来组织装备系统相关的资源。接着,创建一个结构(Structure)来定义装备的属性,如名称、伤害值、图标、所需等级和装备类型等。然后,创建一个枚举器(Enumerator)来区分不同类型的装备,如近战武器、远程武器、装甲和盾牌。
如何将装备添加到角色的装备槽中?
-通过创建一个数据库(DataTable)来存储装备的结构信息,并在角色蓝图中添加一个装备系统组件(Component),该组件可以调用函数来添加装备到装备槽数组中。
在Unreal Engine 5中,如何实现装备的拾取功能?
-通过在玩家输入动作中添加一个交互(Interact)动作,使用线迹(Line Trace)或球体追踪(Sphere Trace)来检测玩家前方的物体。如果检测到装备物品,将其添加到玩家的装备槽数组中,并在世界中销毁该物品实例。
如何通过蓝图创建自定义的装备属性结构?
-在Unreal Engine的蓝图编辑器中,右键点击创建新的结构(Structure),并为装备定义所需的属性,如名称(String类型)、伤害(Float类型)、所需等级(Integer类型)等。
在装备系统中,如何使用数据表来管理多种装备?
-创建一个数据表(DataTable),并选择之前创建的装备结构作为其数据类型。在数据表中添加不同的装备项,每个装备项都有其独特的属性值,如名称、伤害、图标等。
如何将装备模型添加到角色上?
-通过在装备的蓝图类中添加静态网格组件(Static Mesh Component),并使用数据表中对应的装备项来动态设置该静态网格组件的模型。
在装备系统中,如何实现装备类型的分类?
-通过创建一个枚举器(Enumerator),定义不同的装备类型,如近战武器、远程武器、装甲和盾牌。然后在装备的结构中添加一个类型字段,使用这个枚举器来限制装备只能装备到对应的槽位中。
如何通过蓝图动态改变装备的图标和模型?
-在装备的蓝图中,使用数据表行获取(Get Row)节点来动态获取装备的属性,包括图标和静态网格模型。然后,将这些属性应用到相应的UI元素和角色模型上。
在Unreal Engine 5中,如何实现装备的拾取并添加到玩家的背包中?
-创建一个用于拾取装备的自定义输入动作,然后在玩家蓝图中使用追踪(Trace)来检测玩家前方的装备。当玩家按下拾取键时,检测到的装备将被添加到玩家的装备槽数组中,并通过调用装备系统组件的添加装备函数来实现。
如何在游戏中调试并查看玩家当前拥有的装备?
-在玩家蓝图中添加一个自定义事件,如按键H触发的事件,用来遍历装备槽数组并打印出每个装备的详细信息,从而实现在游戏中的调试查看。
在装备系统中,如何简化装备的管理和自定义?
-通过使用数据表和结构体来定义装备的属性,可以轻松地添加、修改或删除装备。所有的装备信息都存储在一个集中的数据库中,使得管理和自定义过程更加高效和有序。
Outlines
🔨 介绍装备系统和数据库构建
本段介绍了如何开始构建RPG系列中的装备系统。首先,创建一个以《刺客信条:起源》为灵感的装备界面,其中包括角色模型和装备槽。接着,讨论了如何创建数据库和添加武器,以及如何使武器可被拾取并添加到库存中。最后,介绍了如何在Unreal Engine中创建文件夹和结构,以及如何定义武器的不同参数,如名称、伤害值、等级要求和图标。
📚 创建枚举器和数据库
这一段讲解了如何创建一个枚举器来定义不同类型的武器,如近战武器、远程武器、护甲和盾牌。接着,创建了一个结构体S_Slots,用于在数据库中存储武器信息。然后,创建了一个数据表DB_Weapons,用于存储各种武器的具体信息,如名称、伤害、图标、模型和类型。
🛠️ 创建可拾取武器蓝图
本段介绍了如何创建一个可放置在世界中的BP_Weapon蓝图,该蓝图将包含一个静态网格来表示武器。通过创建一个S_Slots类型的变量,可以在世界中放置时选择不同的武器。此外,还介绍了如何在构造脚本中动态分配静态网格,以匹配数据库中选择的武器。
🔌 实现物品拾取和添加到库存
在这一段中,讲解了如何创建一个BPC_Equipment_System组件,该组件允许玩家拾取武器并将其添加到库存中。通过创建一个新的输入动作EA_Interact(绑定到E键),玩家可以与世界中的物品互动。使用球面追踪技术检测玩家前方的物品,并将其添加到库存数组中。
📊 调试和显示库存物品
最后一段讲述了如何通过自定义事件来调试和查看库存中的物品。通过按下H键,可以在屏幕上显示当前库存中的所有武器。这通过一个For Each循环实现,该循环遍历库存数组并打印出每个武器的详细信息。
📢 结语和社区互动
视频以鼓励观众点赞、订阅频道和加入Discord服务器结束,以便提出问题、展示进度和与其他开发者交流。同时,预告了下一集将开始制作UI界面,允许玩家选择装备槽。
Mindmap
Keywords
💡虚幻引擎5(Unreal Engine 5)
💡装备系统(Equipment System)
💡数据库(Database)
💡蓝图(Blueprint)
💡静态网格(Static Mesh)
💡UI插槽(UI Slots)
💡枚举器(Enumerator)
💡数据表行(Data Table Row)
💡拾取(Pick Up)
💡自定义事件(Custom Event)
💡第三人称蓝图(Third Person Blueprint)
Highlights
教程介绍了如何使用Unreal Engine 5创建角色扮演游戏(RPG)中的装备系统。
装备系统的设计灵感来源于《刺客信条:起源》,展示了角色装备武器和防具的界面布局。
创建了一个数据库和数据表来组织和存储装备的各项属性,如名称、伤害、等级要求等。
通过创建一个名为'S_Weapons'的结构体,定义了武器的基本属性,如名称、伤害和所需等级。
使用枚举类型'E_WeaponTypes'来区分不同类型的装备,如近战武器、远程武器、护甲和盾牌。
创建了'S_Slots'结构体,用于表示装备槽位中的具体装备项,包括装备数据和静态网格引用。
通过数据表'DB_Weapons'添加了初始武器,如轻剑、重剑和木弓,并设置了它们的属性。
创建了'BP_Weapon'蓝图类,用于在世界中放置装备,并允许玩家与之交互。
实现了一个功能,允许玩家通过E键与装备交互,并将选中的装备添加到库存中。
使用线迹追踪(Line Trace)技术来检测玩家视线范围内的装备,并实现捡取功能。
创建了一个自定义事件,通过按H键可以查看当前库存中的所有装备,方便调试。
教程展示了如何通过修改数据表中的数据来动态更新装备的属性和外观。
介绍了如何将装备系统组件添加到玩家角色蓝图中,以实现装备的捡取和库存管理。
强调了数据库和数据表的模块化设计,使得未来可以轻松添加新的装备类型和属性。
整个教程强调了Unreal Engine 5中蓝图系统的灵活性和对RPG装备系统的适用性。
预告了下一集将开始制作装备系统的用户界面(UI),允许玩家在界面中选择和装备物品。
鼓励观众点赞、订阅频道,并加入Discord服务器与其他开发者交流和展示进度。
Transcripts
what's up guys welcome to new Unreal
Engine 5 tutorial and today we are
continuing with the RPG Series today we
will finally begin with the equipment
system we'll begin to structure all the
database and so on make a peekable item
that we can add into our inventory and
with the next couple of episodes we'll
be implementing the UI slots and so on
it's going to be a very easy video to
follow so let's get started
alright so first of all let me show you
a bit on how the equipment system will
be structured so of course it will take
again an inspiration from Assassin's
Creed Origins as you can see we will
have the character in the middle and
then we'll have a few slots that we can
equip our weapon okay or item in general
like armor shield and so on okay so as
you can see this is pretty much the
reference image now we'll probably
simplify a bit more instead of having
two range and two Amelia we may have
just one of each and then have it on
this side so Malay shield and then armor
and Rings something like that so
probably simplify a bit but of course
this is totally customizable you can
change it however you want but of course
this is how the RPG series will be based
now in terms of structure it's pretty
you know self-explanatory once you open
the the slot you have a list of all the
items that you have in your inventory so
you can go ahead and just equip it so
today we'll like I just mentioned before
in the intro we will just begin making
the database Destructor and adding some
some weapons and then also going ahead
and making the applicable items so they
can go ahead and pick it up and add it
into our inventor okay
so with no more information let's go
ahead and get started so let's go into
unrue engine and the first thing that
we're going to do is go ahead and create
a new folder so we can have everything a
bit more organized so let's go ahead and
right click new folder and this will be
the equipment uh system okay let's go
ahead and open it up and now the first
thing that we have to do is create a
structure so if we right click and go uh
into blueprints you will see that we
have a structure okay so we go ahead and
select it we can name this as underscore
weapons now if you want to make it more
General and in the future also be able
to equip uh different types of um now
weapons but maybe items in general for
example
um I don't know I mean honestly we're
gonna also be adding Shields and armor
under Destructor so it might not really
in the future make sense on you know on
eBay called weapons so if you want you
can really just put it as items okay but
for me I'm gonna basically leave it as
Weapons as I think it will just be a
clearer a name for for a structure in
general so go ahead and open it
and down here what we can do is put all
different parameters that each weapon
will have so in our case let's begin
with the first parameter which will be
the name of the item itself so this will
be called name and this will be a type
of string because this is just basically
text let's add another variable and in
the second one will have the damage so
basically the damage that this weapon
will do in this case we'll go ahead and
put a float let's do another variable
the next one will go ahead and a b let's
say the required level to equip it
so required level and this will be an
integer and then let's do the icon so
the icon that later on the UI will
display so the icon will go ahead and be
a 2d texture so texture to the optic
reference there we go let's add another
variable and this will be the static
mesh okay this will actually be the
model itself that will add into the
character later on so this will be a
static mesh
reference and then finally we will have
a type okay and you will see what what
do you mean with type well the thing is
there there will be in a specific slot
for
um melee or mainly I don't know how you
spell in English but another weapon and
another one from ranged another one for
um armor and then another one for
Shields
okay so you will not be able to equip
for example The Sword in the ranged or
in the shield slide you know what I mean
so we're a bit more structure so what we
have to do here is create an enumerator
so basically let me show you what is an
enumerator just right click and I
believe it was in there under
miscellaneous
uh was it here
let me just go ahead and type it so you
can just go into whatever part on the
pop-up and just type enumerator
okay enumeration is under blueprints
okay so we can just go into Blueprints
and enumeration I didn't remember what
it was anyway we can just name this e
underscore and really weapon types yeah
weapon underscore types
there we go and weapon types okay and
now we can open this and on here what we
can do is start adding just three types
so we can add any numerator and this
will be and let's say and
uh melee weapons
okay then we'll add another enumerator
this will be range weapons
and let's say that we're gonna add
another one which will be for the armor
and there were another one which will be
for the uh what was the shields
so shoots okay so now we can save this
and close it so now back in our
structure we can put the type to be the
um e underscore weapon types that we
have just created
that's another score
weapon types there we go
and now we can select it so now later on
here you will see that for each so this
will be like for example the values that
will appear for each weapon okay
individually so we'll fill up the name
the damage the icon and so on and then
you can see this is the thing that does
the enumerator we can go ahead and just
have a drop down of all the options that
we'll have so right now these are the
default values so we will just leave it
like that anyway so now we can close
this and save it
and what we have to do is create another
um another
structure okay and you'll be okay
another one yes okay this might add a
bit of confusion into it but we will
have another uh structure into it let's
go again into Blueprints and it's going
to be structure and this will be called
s underscore slots
and let's open this structure over here
and basically this structure will just
have an item okay this will be called
item and this will be a data table row
handle and you will see later on why we
are making this but basically when we
create our P cable item and also later
on in the slots reference we can use
directly reference a single parameter
and then there from there start breaking
the the values into our whole icon name
damage Etc so it's just making things
more organized as we will only have one
parameter later on
for each weapon okay so you will see
later on how it basically goes ahead and
works but anyway so what we have to do
right now is create a database for our
weapons just right click and we go into
uh now yes miscellaneous there's gonna
be a data table okay so now we need to
pick the structure and in this case
we'll be basically the S weapons okay
not the SLS okay it will be S weapons
let's say okay and now it's gonna be DB
for database underscore weapons let's go
ahead and open this one up so now
basically we can start adding our items
so let's add the first one let's go
ahead and separate this a bit so we have
it a bit more organized you know
so it's a bit better let's just put this
over here there we go okay so first of
all let's change the row name and this
will be basically uh the first item that
we will have in our case it will be a
simple source so I'm just gonna call
this a sort which is pretty much I think
that the one that you're gonna start
it's gonna be light sword and it just
said that it's not valid because we
can't have any spaces so we have to put
an underscore so that's the row name and
that's different from the name in the
parameters now we have to put again a
light short on here so that's always a
different thing so on damage we can put
for example let's say 10 for now the
values of damage and require level do
you know fill it up with actual balance
in the future
once we have to start leveling the game
but for now it's just kind of to range
itself let's say the required level is
and zero because I mean this the weapon
that you will start with so you can
start with level zero and then icon for
now let's just put for example this one
over here in the future of course it
will have proper icons and in second
mesh we actually have our weapon sorry
our sword so we can just go ahead and
select it and then types well it will be
melee weapons great so now we can add
another one and this will be basically
it says we will have a heavy sword again
again heavy sword and the Damage will be
well let's say double 20 but the
required level will be let's say five
the icon let's put for example this
green guy and starting mesh we don't
have anything so let's put it for
example this sphere over here and again
it will be metal weapons let's add one
last one which will be basically the
um bow so basically wooden say one bow
again wooden bow on the name on the
damage let's say the each of the arrow
will be will be adding five the required
level will be two the icon will be let's
say uh this one is like an aim for the
arc it's perfect and then let's say that
it will be a cone and that will be under
the range weapon so you can see how you
can start adding weapons and how the
flow will start to build up so it will
basically be like this okay so slowly
you will be able to feel your weapon so
we have you started with three just do
go ahead and start up alright so now
that we have our database instructors
created with some value design it is
time to actually create the item that
will basically pick up from the tour now
of course later in the future we'll add
the option that it will not be necessary
to have it in the floor and pick it up
manually we can just you know when we
finish a quest we can use edit or
whatever but for now we're just gonna go
ahead and just place it in the world so
it's easier for us to you know figure
out how things will work so let's go
ahead and just right click in the folder
and create a new blueprint class and it
will be a nectar because it will just be
placed in the world this will be BP
underscore weapon let's go ahead and
open this up great so the first thing
that we will add into it will be
basically a static mesh so on here
static mesh of course later on we will
apply the one that will be in our
database
so the next thing that we have to do is
create a new variable and this will be
the I10 data so now we compile and
select it we can go and change the
variable type and this will be S slots
so yeah the one that the second one that
we created okay
the one they're probably confused a lot
of you guys anyway let's go and put
instance edit tool and expose the spawn
so basically when we will add it into
the world we can use select it and
change the parameter over there you know
what I mean anyway let's go back into
the weapon and now we can open up the
data and the data table will be
basically the DB weapons and then the
row name well this will basically be
assigned uh later on so basically from
our we select an item we'll be able to
pick it up and select it so for now
let's just say it's going to be our
heavy sword so basically this is how you
will select which item it is okay so now
that we have our 18 data variable
created we need to do is go ahead and
assign this static mesh so what I'm
going to do is go into the construction
script and basically this will always
run also in the editor so not only when
we are basically going ahead and playing
the game when we press play but also
when we are just working in editor so it
is more convenient for us to see already
the changes when we are editing the
world
so we need to do is get an 8 and data
and go ahead and split it two times now
probably you didn't really know what
just happened there but let me just
explain it with a few notes so we get it
and go ahead and call the break slots
basically we are accessing the item so
if you can see if we go into slots we
only have one parameter in this case we
are going ahead and breaking and
accessing that specific property
so now we can go ahead and break it
again and we'll be able to access it at
a table
so we are doing this with only one node
so it's a bit more convenient for us you
know this is more organized in my
opinion so now we can go ahead and get
the raw get that at the table Row in
singular and plug this in and then plug
in the row name and now we're going to
do is go ahead and break the as a
weapons
now as you can see we'll be able to go
ahead and get all the properties but in
a more organized way because we didn't
have to go ahead because it's just saved
in a nice variable anyway so now we're
going to do is go and get the second
mesh and assign it on here so let's get
the component and then call this a node
which is said static mesh
put it in row found and put the study
mesh over here and now if we compound
save and we go here and we get our
weapon and drag it into the scene
you will see in some moments
please load there we go it will update
as you can see right now it is selecting
the sphere because I have the heavy
sword and it's what I have basically on
the database as you can see but if I
were to go ahead and change it to the
light server
here you can see that now we have the
sword so basically it's going ahead and
it's working and it's going ahead and
depending on the item that we are
selecting it is assigning the start
image that we had so everything is
really cool it's just going ahead and
saved in a single database so we can
change whatever values on here and
depending on the weapon type it will go
ahead and automatically apply all the
changes so it is extremely modular and
very useful for us which is exactly what
we want so now let's go ahead and make
that we can go ahead and pick these
weapons and add it into our inventory
list so later on in the future when we
make the other episodes and start with
the UI we can go ahead and open these
slots and find all the weapons that we
have in inventory and be able to drag
them and assign them and so on so let's
go and create a new blueprint component
so let's go into blueprint class it will
be an actual component basically like we
did with this test system and also the
attack system we'll just add this
component into our player blueprint so
it's a bit more organized this will be
bpc equipment system
let's go ahead and open this up
great so now we need to do on here is
create a new function and let's say that
this will be basically add a weapon okay
so now over here what we can do is
create a new variable and this will be
basically
um in general weapon slots okay so we'll
be able if I put the deal like this
we'll be able to go ahead and assign
these slots over there
so what we need to do here is change the
variable type to be S slots again
and then in this case it will be an
array if you don't know what an array is
it's basically a list of of items so in
case we have a list of s slots okay
you can compile and you can see that we
can start adding them on here but of
course we won't add them manually it
will be depending on which ones we pick
in the inventory
so what we can do right now is get the
weapon slots and basically go ahead and
call this function which will add an
item and here you're gonna say well
which item do we want to add well it
will it will be the one that we get as
an input so let's go ahead and hover and
it will create a new input and this will
be yes the uh the new item there we go
that's the item that we want to go ahead
and and add so there we go so now you
can compile and save now let's go ahead
and make a quick uh implementation here
and it's going ahead and you know being
able to uh pick up the weapons okay
so let's go and create a new key for
that so let's go into the third person
input action right click input action
EA underscore pick up
in the future maybe we change actually
yes it's going to be interact okay it
makes more sense to call it interact so
let's say it's going to be basically
interact let's go ahead and open this
and yeah I won't have to do anything
just go back into the collection and now
we can go ahead and add it so it was
interact and now we can press this key
and let's say it's going to be the E key
save it
and close it it's now back in here we
can delete these two things and do the
EA underscore interact
it's going with them what the one with
the arrow
and then on here we will be able to find
our items so we want to do is do and
started a sphere trace and let's do by
Channel
okay actually no
uh sphere trace for objects okay
and the starting point will be basically
the camera from the player and so on so
actually I'm going to a DP gameplay
and basically get the owner of this
component
and then go ahead and cast to the third
person catcher so here we'll be able to
access our pens which is the third
person cut blueprint and basically
access the the camera
over here so scroll down and you will
see here it is full camera
so let's go ahead and right click and
promote this to a variable so we have it
as a variable so now
I'm here later on
let's get pick up trace it will be able
to supply our preset so just go ahead
and just get the full camera
use it as a variable so now this will be
the get weld location
okay because I mean we want to go ahead
and as the starting point and then in
default camera gets the rotation and
again the world rotation in this case we
want to get the forward Vector because
we want to get the direction at which
the camera is looking in front of it and
we want to multiply this by right click
over here commit to pin into Float by
the distance so let's say it's going to
be a thousand for now okay we'll be able
to pick up items very far away this kind
of temporary now we'll go ahead and get
the word location and add it with the
direction so now this will give us the
end point the rate is going to be for
example 15 something like that and then
for object types we'll make an array in
this case will be basically uh
was upon both Dynamic Maybe
we'll see which one it is the one that
we want and basically let's say it's
going to be for duration so you can just
spray it real quick and if we have
basically hit something we will go ahead
and break the result
and now we want to do is go ahead and
get the hit actor and cast to the weapon
that we have just created now in this
case I don't think it's necessary to
create an interface because in this case
it's specifically in the equipment
system to only pick up the actual
weapons so for now really there's no
need to create an interface now later on
we will definitely go ahead and increase
and interact interface for other things
like opening doors or whatever if we do
so a test in the future I don't know uh
we'll be seeing but yes for this weapon
type I think it's better just to cast
directly
and that's pretty much it we need to go
ahead and get the um the eight and item
data no item no a Titan there and now
you can just go and get the I add weapon
function
that we just did create and then pass
the new item so it will just go ahead
and add this new item into our inventory
and this should go ahead and work okay
so let's go ahead and add this component
into our player character let's go into
third person Blueprints and open this up
and I'm going to components and add the
bpc underscore equipment system press
enter we don't have to change anything
over here just compile and save and I
can close this and press play so now
we'll press e you can see that we'll be
creating a line Trace to pick up the
items that we have in front well it's a
screw tray so we have like more area to
pick it up it's easier so now if we go
here at least you'll be able to pick it
up as you can see it's detecting the
object so what you need to do is go
ahead and also let's say that we need to
destroy this specific item so let's go
ahead and destroy the actor so we get an
um you know a feeling that we have just
picked up from the floor and we is not
just going ahead and duplicating itself
or something like that and then also
let's go ahead and print uh basically
item gathereds on that item gathered
gathered
I don't know whatever right I use a
print to have feeling that we have paid
that something so now I'm here we can go
and pick it up you can see item gathered
here now let's go ahead and check that
it is actually going ahead and adding
properly
into our uh array of items into our
inventory pretty much I mean you could
really rename this into mentoring but I
just prefer to name a weapon so that's
for now I think it's just more
convenient but let's go ahead and just
add a new custom event
so for example when we press h okay the
bug this basically to just debug it okay
just to see which items we have in the
mentor because right now we don't have
any UI to display it and in this episode
we are not building that so we will go
ahead and just press h and see a list of
all the items that we have real quick uh
of Prince just do us to see if it's
working okay this is just debug type so
we can do is just go ahead and and get
the weapon slots
okay and then do a for each Loop so it
will go ahead and go through all the
array of items and on here we're going
to split it and split it again and we
can just go ahead and print this row
item so we can just go ahead and say
and I'll pass this row and now it will
go ahead and print the row now make sure
that like this is just printing the row
not the item property okay so make sure
that you also have assigned the row name
as also the name so this is the the name
as a property and this is the row name
so there are different things but you
have to also name the two so make sure
anyway so now I picked this up and then
press what was H you can see that I have
light sort ordered in the top left
corner let's just go ahead and make the
I close the other things uh duration
let's say five and then also if I
duplicate this object and then change
the icon type to be heavy sword for
example and this huge I'm gonna rescale
it
um and then also duplicate this and put
it as the wooden boat and make it a bit
bigger okay you can see that now I can
go ahead and pick up all the different
items over here and then item gather
item gathered and then press
um was H and you can see here wooden bow
heavy sword and light sword so it is
going ahead and working we are being
able to pick up different Isis bullet
floor added to an inventory and then we
we can change it at any time because of
our database and at the table and change
it properties great so if you found it
so helpful a really cheap if you could
like the video and subscribe to my
channel I have lots of Unreal Engine 5
throws so when I go ahead and check them
out go ahead
join my Discord server so you can ask
any questions about the series or in
general about mu engine and show your
progress and your work and so on and
talk with other developers as me and
follow me on my soldiers such as Twitter
and Instagram so yeah in the next
episode then we'll begin with a UI
adding these slots and be able to select
them probably we'll see how it goes
depending on how the episodes last but
with all I said bye bye
foreign
[Music]
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