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Building an RPG  with Unreal 4.x

You're reading from   Building an RPG with Unreal 4.x Get to grips with building the foundations of an RPG using Unreal Engine 4.x

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781782175636
Length 360 pages
Edition 1st Edition
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Authors (2):
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 Stagner Stagner
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Stagner
 Santello Santello
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Santello
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Table of Contents (17) Chapters Close

Building an RPG with Unreal 4.x
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with RPG Design in Unreal FREE CHAPTER 2. Scripting and Data in Unreal 3. Exploration and Combat 4. Pause Menu Framework 5. Bridging Character Statistics 6. NPCs and Dialog 7. Gold, Items, and a Shop 8. Inventory Population and Item Use 9. Equipment 10. Leveling, Abilities, and Saving Progress Index

Button programming


Now that we have completed player access to the pause menu, we will now focus on navigation within the main pause menu and its submenus. At this point, head back into your Pause_Main widget. Let us first create the navigation to Pause_Inventory. To do this, click on the Inventory button:

Navigate to Details | Events | OnClicked and then press the + button:

Clicking on the + button will automatically open the Event Graph of Pause_Main and also create an OnClicked event:

The OnClicked event will work similar to our key bind in the previous section where we created something that allows us to press a key, which triggers an event that can then trigger a series of actions. Only this time, the OnClicked event is bound to our Inventory button and will only trigger when the user has left-clicked on the Inventory button. What we will want to do is, when we click on the Inventory button, have it create a Pause_Inventory widget that gets displayed on the screen. This should sound very...

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