Simple Pokédex style Identify and Reveal

Hi there

I would like to know how to go about a simple ID and Reveal mechanic. Similar to the Pokédex or Kindrex from journey to the Savage planet

I’m thinking of a linetrace, the linetrace hits an object or pawn, checks for a tag? Or check a list of tags? Or Struct and Data tables? If the tags or data matches, it reveals the info on an Encyclopedia UI

Any ideas or blueprint help would be greatly appreciated!
Cheers

Similar to this from Journey to the Savage planet

I have done a bit more work on this

So I have created a The following BP’s
A Kindex Actor and a child … One is a Fly and The other is a Zombie
A Data Table linked to a struct
and a UI to display the result.

I placed the Zombie and Fly in the scene, and with the exposed Kindex ID I named them

The Struct

The Data Table
I added the two Kindex actors tot he list

The UI


I have made a Linetrace from my character that basically checks if the object has been scanned, if it hasnt it sets it , and of not it gets the data table row, adds the UI to the viewport and Updates the Kindex Entry


I just dont know how to check through the list to give the result of the hit..
Right now I am just displaying the Row name…

Any ideas?

You can just give name to actor (seems you did that) and retrieve that as pin after casting to find the row.

Additionally you can create an actor component that can be attached to any actor where you can select which data row actor belongs to.

Hi there thanks for the Answer,
Yeah I did add a name, Sorry I dont get how to retrieve as pin after casting?

I think I got it… Not the best solution, but it does work…
I get the Species ID and and set it to be the same as the row name :slight_smile:

WOuld anyone make any improvements here?

yes exactly like that. it works its good.

There is always a better way to implement, its about how much important this system will be as gameplay.

If you can code c++ a bit (don’t know you do or don’t), from top of my head possible improvements.

  • Integrating KindexID’s directly from data table column, into actors exposed variable as dropdown so it becomes easyly selectable.
  • You can create a subsystem or object to check, specific things without really casting to actors.
  • You can use events to communicate their status via subsystem too so it becomes more managable during further development.
  • UI itself can be seperated from here to act in its own terms. So even UI is completely changed you don’t need touching the system underlaying logic.
  • UI can have automated logic like, add this card to slot, remove from slot if its occupied etc, so it lowers work needs to be done by design.
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The next thing to do is add a way to make it a list of scanned object in a UI and save them. A progress percentage is also the next steps, so a player can 100% all findings in the game.

Similar to this below…

I wish I could code, but I cant. Basic blueprinting is all I know.

It is ok you can do that later step by step. Here is a nice video tutorial how to make a nice save game and save things.

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Thankyou :+1: