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

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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