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jonatanisaksson
jonatanisaksson

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Inventory Component up to video 71

Hey All, here is the latest version of the inventory component up to video 71 :) Not that far to go now, just a few more episodes!

Comments

We already have the logic for multiple players to interact with the merchant. Is there a way to use the same logic so that multiple players can interact with the chest as well?

Hey there, yeah that makes sense, I believe we check for the name atm so if the name is the same but stats and other stuff are different it will still count it as the same item and the "stored" item class that we use to spawn on drop will always spawn that default item. . One thought is a lot of games just do "broadsword of the eagle" and "broadsword of the lion" or whatever, so the stats are actually not randomized. i believe this is how wow does it for instance. otherwise you can just generate a random item Id everytime you randomize the stats, and do a check for that. The problem is we need to store the random values somewhere and then set those values to the item we spawn. So you could always spawn a "broadsword" but then inside of the blueprint you have all the stat variables be "exposed on spawn" and then set them when we create the dropped item.

With the current system you need to have a version of the item / weapon with the specific configuration if you want to pick it up / drop it again. Otherwise if you change it just in the world and drop it, it drops the default settings. Is it possible to set it up so it stores whatever settings it had on pickup, and then drops / uses that version? Obviously only stacking if the numbers happen to be exactly the same. I'd like to add some RNG stats but realized that with the current setup all that information is reset to the defaults of the item.


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