学习仅使用蓝图在多人游戏中创建可复制的背包系统,包括物品检视、事件分发器、高级数组、数据结构与数据表应用等内容,适合UE5开发者进阶学习。
原始标题:Unreal Engine 5: Advanced Inventory System

Published 10/2024
MP4 | Video: h264, 1920×1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 14.02 GB | Duration: 14h 36m
Learn how to create a replicated inventory system in a multiplayer context using Blueprints only
What you’ll learn
Reusable and replicated inventory system: Create a replicated inventory system which can be attached to any Actor(Providing it with its own inventory)
Create an item inspection system allowing the player to inspect items, similar to those systems made in horror games
Learn about advanced programming concepts, such as interfaces and how to use interfaces in your project
You will learn a lot about Blueprints and how to make use of event dispatchers in a multiplayer context
You will learn about inventory design that works in a multiplayer context
Learn how widgets work and how we can use them in the HUD
Learn how to make use of advanced arrays
You will learn how to make use of data structs and data tables and how these can benefit you
We’ll create a pickup and drop system for items that works in a multiplayer context
How to use this inventory system on not only the player but other objects as well, such as chests in a multiplayer context
Develop a robust drag-and-drop system that enables players to move items between different inventories and slots in a multiplayer context
Create components such as health component, inventory component and also a data component, which will be used in a multiplayer context
You will learn and understand how replication works and what settings that typically needs to be adjusted.
Learn to creat base class for your items, in which we also make use of interfaces
Requirements
Course is for intermediate unreal users, interested in further enhancing their skills!
Overview
Section 1: Introduction
Lecture 1 Introduction
Lecture 2 Project Setup
Section 2: Structs & Data Tables
Lecture 3 Creating The Structs
Lecture 4 Creating The Data Table
Section 3: Inventory Logic
Lecture 5 Creating The Inventory Component
Lecture 6 Creating The Data Component
Lecture 7 Implementing Data Component
Lecture 8 Implementing Inventory Component – Part 1
Lecture 9 Implementing Inventory Component – Part 2
Lecture 10 Player HUD
Lecture 11 Inventory Slot Widget & Inventory Grid
Lecture 12 Implementing Events in Inventory Slot & Grid Widgets
Lecture 13 Implementing OnInventoryUpdated Event
Lecture 14 Add To Inventory – Part 1
Lecture 15 Add To Inventory – Part 2
Lecture 16 Add To Inventory – Part 3
Lecture 17 Inventory Component – Continued
Lecture 18 Transfer Slots
Section 4: Items
Lecture 19 Getting Assets & Items Blueprints
Lecture 20 Setting up the FPS character
Lecture 21 Padding & Focusable Widgets
Lecture 22 Improved HUD Interaction
Lecture 23 Screenshot Camera
Lecture 24 Testing to pickup items
Lecture 25 Further improving the inventory
Lecture 26 Another inventory improvement
Section 5: Chest
Lecture 27 Chest Asset
Lecture 28 Designing The Chest Inventory Widget
Lecture 29 Chest Logic
Lecture 30 Showing the chest contents
Section 6: Improving Code & Drag and Drop
Lecture 31 Drag & Drop
Lecture 32 Changes & Upgrades – Part 1
Lecture 33 Changes & Upgrades – Part 2
Lecture 34 Changes & Upgrades – Part 3
Lecture 35 Testing the inventory system
Section 7: Third Person Character & New UI Design
Lecture 36 Third Person Character
Lecture 37 Player Inventory Widget Logic
Lecture 38 Additional Character Logic
Lecture 39 Testing With The New Inventory – Part 1
Lecture 40 Testing With The New Inventory – Part 2
Lecture 41 The Action Bar Widget
Lecture 42 Spawning The ActionBar
Lecture 43 RTT Character Camera
Section 8: Base Class for Items
Lecture 44 Base Item Class
Section 9: Final Changes & Fixes
Lecture 45 Before we start
Lecture 46 Final Changes – Part 1
Lecture 47 Final Changes – Part 2
Lecture 48 Final Changes – Part 3
Lecture 49 Final Changes – Part 4
Lecture 50 Final Changes – Part 5
Lecture 51 Final Changes – Part 6
Section 10: What’s next?
Lecture 52 Final words
Intermediate developers that already have some knowledge of Blueprints and Unreal
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