Item Data Creation
Last updated
Last updated
For my template I use a Primary Asset for Storing the Item Data, but feel free to replace this logic with your own. Create a folder and call it ItemData, or whatever you wish. Then Right Click and in the Menu go to Miscellaneous->Data Asset Select PDA_ItemData_General which is a Child Class of PDA_ItemData_Base which just stores the ItemID struct and an Action Cooldown Name your File and Open it There are only a few things to fill out for the item data itself. Primarily we have a Mesh which is an Object reference. This allows both Static and Skeletal Meshes to be assigned (I handle the rest in the Item Master Blueprint). We will also need to specify the ItemID, right now I'm only using the Gameplay tag and not the Display name. The Action Cooldown is just defining how frequent an action can be performed, this is mostly used for setting the Rate Of Fire for the Rifles and Pistols. For the Gameplay Tag you could just add the Gameplay Tag to this table which makes it portable or simply add it directly from project settings. Add the Gameplay Tag you setup for the item, this will be used later to identify which slots your item can be holstered in. Slots will only accept a predefined number of items. When your done your ItemData asset should look something like what you see above. If your confused about Gameplay Tags you should take some courses on how Gameplay Tags work, they are pretty simply really and understanding how they work will be crucial to using this project since I use them heavily. I must stress that this project assumes some understanding of the underlying features of Unreal Engine that it is built on, I won't be teaching you about these fundamental features of the Engine within this guide. This project will assume that you have the Desire and Drive to learn the Engine and seek out video guides explaining the Fundamentals of Unreal Engine.