I hope this isn’t a stupid question, but I just started with game development and the unreal engine and as a personal project I want to create a game with an item system that (roughly) has the following functionallity: drop/pick functionality, placable and iventory-only items, crafting system that requires finding new recipes.
I’ve been carefully following along with a couple of tutorials on item systems, but I see one ‘flaw’ with all of them. They use a struct to set which properties an item has (for example name, weight, damage) and then give the player character a aray that contains all the names, weight and damage for all the items in the player’s inventory.
The problem I see with this is that implementing a complex crafting system becomes much more dificult with this, I was thinking more of trying to give every item an ID and then have the player character only store the ID’s of the items inside the player’s inventory. (similar how minecraft used to work)
Is this a completely crazy idea? How would you guys go about implomenting this kind of item system in the unreal engine?
PS: I apologize if I’m not using the correct terms, please feel free to correct me.