Step 1 - Data Table
Variable Name | Description |
---|---|
ID | Does not need to be set, it will be set when you add a item to the inventory. The id of a item will match the row name. |
Name | Name of the item, can be anything |
Icon | Icon of the item in the inventory |
ItemLevel | Not used for any calculations |
Quality | Quality of the item, only used for the color in the inventory |
Type | Type of the item. Used to filter the inventory by type |
EquipmentSlot | Possible equipment slot. |
Equipment SK_Mesh | Skeletal mesh that can be used to update the characters armor. |
RequiredLevel | Not used at the moment |
StackSize | Current Stack size, dont need to be set in data tables |
MaxStackSize | Max Stack size of the item |
Stats | stats that will be calculated to the equipment stats if equipped |
RemoveStackOnUse | False if you want the item not to be removed on use (equipment) |
MustBeEquippedToBeUsed | True if the item must be in a equipment slot in order to be used |
ItemEffect | the effect that will be added to the owner on use (Will be updated to a UObject class, but must be a GE_Base subclass!) |
ApplyEffectOnEquip | True if the effect should be applied when equipping the item and removed when unequipping (must be an infinite effect to be work properly) |
Cooldown ID | Cooldown ID that is used to identify the cooldown |
Cooldown | Cooldown in seconds |
FlavourText | Yellow text at the bottom of the item info |
WorldActor | World mesh that will be set in the world actor to represent this item |
Sellable | True will make the item sellable (Cannot be bought if the item is not added to the shop, in the default shop all items are available) |
UsedCurrency | The Currency that is used as sell and buy price |
BuyingPrice | Price to buy this item |
SellingPrice | Price to sell this item |
Craftable | True to make this item available at the crafting station |
Crafting Info | Info about the crafting time and used materials (Name=Item ID, Int=Amount) |
Step 2 - World Item
Place an Item (BP_WorldItem or BP_WorldItem_Static) in the map and set the ID to the created Item Row.
- BP_WorldItem ⇒ Used mainly for dynamic items that have physics (Spawned when dropping items from the inventory)
- BP_WorldItem_Static ⇒ Used mainly for placement of items that dont have physics.
Make sure you set the item amount. If the Amount is 0, the item will be destroyed but nothing will be added to the inventory!