Doubts about child blueprints For an turn basec combat RPG. Need some advices!!

Hi.

After a lot of learning, I finally decided on wich idea for a prototype of a game follow and try to reach an playable state.

It will be some kind of Rougelike-squad-turn-combat-RPG. Think of some mixture of Final fantasy series and Disciples at least in the combats part.
Each character will have his own separate inventory

So it will be basically up to 6x6 combat with 2 lines in each team and the characters in the front protect the ones behind from normal mele attacks.

My doubt is abuout the Creation of the master class o how to make it better for future improvments

Basically as far as i know the best is to make an called Master class where i should put all the common to all variables/Statistics and states
also inherit inside the capacity to have own inventory and so.

And from there i create some basic classes/hero as template for newly recruited heroes
Lets think easy for begening ( Fighter; Ranger; Mage ; Priest/Healer) ant in future probably would like to create more classes.
And at the begening the player will be alowed to chose his starting roster of heroes

Ant the cuestions is

I will need to create instances of each bp for each “contracted” hero or its better to dig in replication?

Also i will need to store all the “contracted” caracter with his equpment in the savegame.
Each character with its inventory/equiped items + the party items/possitions and a lot of stuff.

So i need to struct it all pretty well so i will be grateful for any advice/Thought you might have. Sometimes an good advice could save me Headaches or orse.

Thanks in Advance!

Hey terror grunt, I am attempting something similar and am still in the planning phase as well. What I have done, is create a single “master” blueprint that houses all of the variables / stats / etc. of a character, and create instances of the BP (base stats, racial bonuses, and classes are derived from Structs and Enums). I haven’t dove into inventories yet, but am assuming it will end up just being another set of variables stored within the character. The issues I’m currently facing are the creation aspect of those characters (i.e. new character / load character / etc.), switching between movement and “game modes” (i.e. adventure / combat), and the UMG for displaying health bars, player actions, etc.