- Created Save/Load & Death Loop asset sheet detailing checkpoint, death handling, and respawn systems. - Added UI widget creation sheets for pause menu, settings menu, inventory, journal viewer, objective display, notification toast, screen effect controller, accessibility UI, diegetic HUD frame, menu flow controller, and credits screen. - Implemented HUD controller and interaction prompt display assets with detailed wiring instructions. - Established narrative systems asset sheet including components for narrative state, objectives, dialogue playback, and branching consequences. - Developed weapons, AI, and adaptive systems asset creation sheet outlining weapon base, enemy AI components, and adaptive gameplay mechanics. - Compiled meta, settings, and polish asset creation sheet covering progress tracking, achievement systems, accessibility settings, and various polish components. - Defined input actions and mapping contexts for enhanced input system, including gameplay actions and context priorities. - Created state management assets including enums, structs, data asset, and state manager component for action gating and state transitions.
3.1 KiB
3.1 KiB
Inventory Systems — Asset Creation Sheet (10 assets)
UE5 Path:
Content/Framework/Inventory/
C++ Already Done
BPC_InventorySystem(31) — attach directly to pawnDA_ItemData(07) — create Data Asset instances per item
BP Assets to Create
BP_ItemPickup (Actor)
Parent: Actor → Add StaticMesh, SphereCollision, RotatingMovement
| Variable | Type | Default |
|---|---|---|
ItemData |
DA_ItemData |
Assign |
Quantity |
Integer | 1 |
BobAmplitude |
Float | 0.5 |
BobSpeed |
Float | 2.0 |
Implements: I_Interactable
OnInteract:
├─ Get Player → BPC_InventorySystem → CanAddItem(ItemData)?
│ True → AddItem(ItemData, Quantity) → Destroy self
│ False → Show "Inventory Full" prompt
BPC_ContainerInventory (Component)
Attach to: Chests, drawers, cabinets, safes
| Variable | Type | Default |
|---|---|---|
ContainerSlots |
Array<FInventorySlot> |
Empty |
ContainerSize |
Integer | 12 |
bIsOpen |
Boolean | false |
BPC_ActiveItemSystem (Component)
Attach to: Player pawn — manages quick-slot item
| Variable | Type | Default |
|---|---|---|
QuickSlotCount |
Integer | 4 |
ActiveItemIndex |
Integer | 0 |
QuickSlots |
Array<DA_ItemData> |
Empty |
BPC_CollectibleTracker (Component)
Attach to: Player pawn
| Variable | Type | Default |
|---|---|---|
FoundCollectibles |
Array<GameplayTag> |
Empty |
TotalCollectibles |
Integer | 0 |
SetBonuses |
Array<GameplayTag> |
Empty |
BPC_ConsumableSystem (Component)
Attach to: Player pawn
| Variable | Type | Default |
|---|---|---|
LastConsumedItem |
DA_ItemData |
None |
UseCooldown |
Float | 0.5 |
UseItem(ItemData):
├─ BPC_HealthSystem → Heal(Item.ConsumableData.HealthRestore)
├─ BPC_StressSystem → AddStress(-Item.ConsumableData.StressReduce)
└─ BPC_InventorySystem → RemoveItem(Item, 1)
BPC_DocumentArchiveSystem (Component)
| Variable | Type |
|---|---|
ArchivedDocuments |
Array<GameplayTag> |
bHasUnread |
Boolean |
BPC_EquipmentSlotSystem (Component)
| Variable | Type | Default |
|---|---|---|
EquipmentSlots |
Array<FInventorySlot> |
6 slots |
EquippedWeapon |
DA_ItemData |
None |
BPC_ItemCombineSystem (Component)
| Variable | Type |
|---|---|
CraftingRecipes |
Array<S_CraftingRecipe> |
BPC_JournalSystem (Component)
| Variable | Type |
|---|---|
ActiveQuests |
Array<GameplayTag> |
CompletedQuests |
Array<GameplayTag> |
BPC_KeyItemSystem (Component)
| Variable | Type |
|---|---|
KeyItems |
Array<GameplayTag> |
bAutoUseOnTarget |
Boolean |
Test These
- Drop item pickup in level → walk over → item added to inventory
- Use health pack → health increases, item removed from inventory
- Combine items → new item appears in inventory
- Equip weapon → appears on character mesh