docs: Update C++ integration guide and blueprint specifications for various systems, adding detailed setup instructions and clarifying implementation statuses
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**Parent Class:** `ActorComponent`
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**Category:** Inventory
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**Target UE Version:** 5.5–5.7
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**Build Phase:** 3 — Inventory
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**Build Phase:** 4 — Inventory
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---
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## 1. Overview
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> **⚡ C++ Status: Full Implementation** — `Source/PG_Framework/Public/Inventory/BPC_InventorySystem.h` provides the complete inventory grid: add/remove/query/sort/consolidate/weight tracking with native-speed TArray operations. **Attach directly to player pawn** (Add Component → `BPC_InventorySystem`). Set `GridWidth`, `GridHeight`, `MaxWeight` in Details panel. Do NOT create a BP child — the C++ component has all logic. See `docs/developer/cpp-integration-guide.md` for usage patterns.
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>
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> ---## 1. Overview
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`BPC_InventorySystem` is the central inventory authority on the player. It manages an array of item instances (stackable, tagged, data-driven), handles add/remove/use/transfer operations, enforces capacity limits, and communicates state changes via Event Dispatchers. All other inventory subsystems (weight, quick slots, UI, equipment) read from this component as their single source of truth.
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