Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781782175636
Length 360 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
 Stagner Stagner
Author Profile Icon Stagner
Stagner
 Santello Santello
Author Profile Icon Santello
Santello
Arrow right icon
View More author details
Toc

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

Chapter 8. Inventory Population and Item Use

In the previous chapter, we learned how to add a shop, which holds items. In this chapter, we will go a step further by allowing a user to buy items from the shop and use those bought items in their dynamically populated inventory screen. Once done, we will use similar ideas to equip items to party members that will be used to increase the stats of the wearer.

By the end of this chapter, we will learn how to create logic in our Shop Widget Blueprint that populates the inventory Scroll Box in the Shop Widget Blueprint with the buttons created through the Item Data table from the Item Widget Blueprint. Now that we have the logic set up, we need to allow the user to interact with the buttons by being able to buy any item that they click on in the shop, so long as they have enough money. Since the issuer interacts with the dynamically populating buttons, it is important that we have our logic executed when the user presses a button, which is located...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at £13.99/month. Cancel anytime
Visually different images