ue5-inventory's People
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 support for selling own items
Currently only buying items is supported, add support for selling when item is moved from inventory slot to trade slot
Create nicer scenery
Use free UE5 content to make example scene nicer
Add unit tests :)
All in one, underprioritized because maybe I don't like writing unit tests.
Add loot chest example
- Add free to use chest to scene.
- Add simple list UI that show only occupied slots.
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
Support item splitting
Make it possible to split items into multiple slots.
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 documentation
Add sample for equip items to player
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.
Make project easy to add to new projects
Supposedly by making this a Modular Game Feature - see https://www.unrealdirective.com/articles/modular-game-features-what-you-need-to-know
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 support for opening own inventory only
Currently it's only possible to open inventories for trading by clicking the vendor. It should also be possible to open own inventory.
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?
Replace sample player with metahuman
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