04/10/2015

Inventory and Crafting Systems Update + Temple Update

Lewis


New Temple Floor from Alexei and small adjustments to the cave entrance which will still be amended later on to fit the puzzle.

Following a tutorial by "Blender Tek" I started to create an inventory and crafting system for the puzzles in Zerrik.



The two images above show the prototype "Widget" or UI for the inventory. The appearance will change when necessary. 


This blueprint allows the player to open and close the inventory UI, as well as pick up items by tracing them, collecting their data then destroying the in-game actor.


This blueprint ensures the player cannot move the camera or character while a menu is open. It also provides the use of the mouse cursor in the same situation.


This blueprint traces an item's position in the game when the player wishes to pick it up.


This blueprint adds an items data to the player inventory while also destroying the in-game actor.


This blueprints calculates whether or not an item can be used based on its properties.


This blueprint allows an object to be "dropped" from the inventory. 


When an item is picked up, this blueprint retrieves its "name" data and provides it to the player via the inventory screen.


When an item is picked up, this blueprint retrieves its "details" data and provides it to the player via the inventory screen.


When an item is picked up, this blueprint retrieves its "weight" data and provides it to the player via the inventory screen.


When an item is picked up, this blueprint retrieves its "image" data and provides it to the player via the inventory screen.


This is the button that is dynamically added to the inventory on a per item basis.


This blueprint shows how the button retrieves its data to display the item name.


This is an action that tells the button what to do when it's clicked.


This is the location of all of the item data that is contacted via the other blueprints.


Item stacking is a useful feature and the image above shows the data that allows it.


This blueprint provides some visual text in-game in relation to the "use" button, for health increases as an example.


This blueprints spawns the item in-game when the "drop" button is clicked and removes its index from the inventory data.


This blueprint creates a button widget for every item that's added to the inventory.


This blueprint controls the item stacking data and ensures it's correct.



These two images show the crafting UI in-game and the crafting widget. The appearance will change when necessary.


This hierarchy is the construction of the crafting UI.


This structure holds the information regarding creatable item classes and ingredients.


This blueprint creates a hidden inventory to store data and activate actions. In the image you can see 3 Macros; CreateHiddenInventory, PopulateRecipeList and PopulateHaveItemsFromInv.




The images above are the 3 Macros used in the previous blueprint.


This blueprint checks whether an item can be crafted or not, if the action is approved, the items are removed from the inventory and the crafted item will be made. Within the image you can see 3 other Macros; HowManyItemsForComparison, CnaItBeCraftedComparison and SpawnCreatedItem.




The images above are the 3 Macros used in the previous blueprint.


The image above is of the crafting button widget that is dynamically presented in the UI to display different item names.


This blueprint accesses all recipes and presents an item list.


This blueprint sends crafting data to the player.


This blueprint sends the name of a specific recipe to the button in the crafting menu dynamically.


To create a list of required items, the blueprint above accesses all item data for the current selected recipe and displays what's needed.




The 3 images above show how the blueprints retrieve data such as item name, details and an image to display in the crafting menu.


This blueprint calculates the stacking data of items and manages them in order to maintain that variable within the crafting system.


This blueprint ensures the removal of an ingredient from the inventory if a craft is successful. 


This blueprint ensures the recipe data is available from the outset.


This blueprint spawns a single invisible actor within the game that stores all item data. Previously the only method was to manually drag every single recipe into the game to access its data.

Tutorial;
https://www.youtube.com/watch?v=2Ot5udsHFVw

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