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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

Displaying stats


Now, we will need to pick a good spot to cast RPGGameInstance. It would be best to cast RPGGameInstance after the pause menu has been created, so link the out pin of the Set Show MouseCursor node to the in pin of the Cast To RPGGameInstance. Then, link the Return Value of the Create Pause_Main Widget to the Target of Set Character Target. When you are finished, your EventGraph under FieldPlayer will look like this:

When you are finished, you will see that the HP of the soldier is displayed correctly as the current HP:

You can now add the remaining soldier stats to Text Blocks in Pause_Main from the pause menu by binding functions and then have these functions return values, such as the character target's MP and name. When you are finished with your soldier character, your Pause_Main should look something like this:

Note

We do not yet have levels or experience, we will cover levels and experience in a later chapter.

If you have any other characters, make sure that you add them...

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