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ue5-inventory's Issues

Add example for crafting

  • Add a new type: Recipe. This should have a list called Ingredients with same type as Price.
  • Consider if seperate CraftSlot.cpp is needed. Remove?
  • Add example craft view with slots for each ingredient. In each slot, show item needed image (transparent if count is 0). Show text how many are in the slot vs how many are needed to fullfill the requirements.

Add unit tests :)

All in one, underprioritized because maybe I don't like writing unit tests.

Add currencies and wallet example

  • Add a data asset of type currency
  • Add inventory container for currency types
  • Display in inventory UI example
  • Add trade logic which withdraws/deposits upon item transaction

Show transfer type when dragging over slots

In WB_BaseInventorySlot OnDrop function, implement override of OnDragOver. Cast inparameter to baseslot (see OnDrop) and call "CheckTransferType". Show appropriate icon and color (Example green for move to empty slot, orange for merge and red if the transfer can't be made.

Add sample for equip items to player

Requires: #6 , #4

Implement OnSlotUpdated in EquipSlot.cpp. Use outer (inventory component)-outer (owning actor) to find the actor this should be attached to. How it will be "manifested" in "physical form" depend on findings in #4.

Show error message when move could not be performed

In WB_BaseInventorySlot OnDrop function, TryTransfer is called.

  • Add ErrorCode as a reference inparameter to TryTransfer function so ErrorCode can be handled.
  • Add a modal example showing the appropriate text for the error received.

Invenstigate: Best way to show as game object

Investigate: How to represent the object in physical form? Other examples show adding mesh variable to data asset, but can more flexibility be achieved (without destroying/recreating blueprints on drop/equip).

Add example for pickupable items

Requires: #4

Add multiple pickupables in the example scene. It should be possible to

  • - Pick them up and store them in the inventory
  • - Drop them back from the inventory into the scene

Rules:
Project should not depend on additional interaction logic, pick up by clicking the item.

Likely require a seperate variable on data asset wether item should be droppable or not. Add pickupable data asset type?

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