Day 14 completed as a Gameplay Engineer in Unreal Engine 5

Day 14 completed as a Gameplay Engineer in Unreal Engine 5

Today I upgraded my inventory system by implementing Multiple Item Types in C++.

Features completed:

:white_check_mark: ItemType Variable
:white_check_mark: Multiple Collectible Types
:white_check_mark: HealthPotion Items
:white_check_mark: Food Items
:white_check_mark: Different Gameplay Effects
:white_check_mark: Stackable Inventory Integration
:white_check_mark: Consumable Integration

Implemented item types:

:test_tube: HealthPotion

  • Restores 25 HP

:meat_on_bone: Food

  • Restores 10 HP

:coin: Coin

  • Restores 25 HP

Current gameplay flow:

Collect Item
↓
Store Item Type
↓
Add To Inventory
↓
Equip Item
↓
Use Item
↓
Apply Different Effect

Example output:

:white_check_mark: Food x3
:white_check_mark: Using: Food
:white_check_mark: Health: 85
:white_check_mark: Food Used

:white_check_mark: HealthPotion x3
:white_check_mark: Using: HealthPotion
:white_check_mark: Health Potion Used

The inventory can now handle multiple item categories with different gameplay effects, making the system much closer to a real RPG inventory.

Current systems:

• Character Movement
• Sprint System
• Health System
• Double Jump
• Interaction System
• Collectible Items System
• Inventory System
• Equipment System
• Item Usage System
• Consumable Items System
• Consumable Item Removal System
• Stackable Inventory System
• Multiple Item Types System

Another step toward building a complete gameplay framework from scratch using Unreal Engine 5 and C++.

:movie_camera: Full video on YouTube: https://youtu.be/_4IPZl3Fuwg

#UnrealEngine5 UE5 CPP #GameplayEngineer #InventorySystem #GameProgramming #GameDev #RPGSystems