Inventory systems in unreal engine5? How would you do it?
Hey Progranaughts!
I'm currently deep-diving into the fascinating world of inventory systems in Unreal Engine 5, and I'm doing it all with Blueprints. There's something super satisfying about visually scripting complex systems like an inventory – it's like a puzzle!
So here's the deal: I'm working on this project where I've set up an inventory system with 15 standard slots, 2 crafting slots, and one output slot for crafted items. The idea is that when a player picks up an item, it should automatically slot into the first available space, moving sequentially from slot 1 to 15. And, of course, if all slots are full, we need to let the player know with a friendly "Inventory Full" message.
But here's where I'm turning to you, the UE community: I'm curious about how you would approach this scenario. There are so many creative minds out there, and I'm sure there are multiple ways to skin this cat (figuratively speaking, of course!).
Would you stick with a straightforward array setup, or maybe there's a more efficient method in the Blueprint nodes? How would YOU optimize the system for different game types? I'm all ears for any tips or tricks.
Looking forward to your insights and let's keep pushing the boundaries people!
I just remembered Scriptable Objects! Time to bone up on Editor Scripts!
ReplyDeleteUpon further investigation, Scriptable Objects are not a thing in Unreal Engine, but they do have an equivalent! Apparently UDataObjects are a suitable replacement for accomplishing such tasks in Unreal.
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