This may be a long post, sorry in advance. I hope to make it a discussion of different ways to incorporate multiple weapons and inventory setups.
I’m trying to make an inventory system and lots of weapons, skills, perks and level requirements etc. Basically something similar to Fallout 3/4 games.
The idea was to have 2 actor BP’s, one for the equippable weapon and one for in world with physics enabled static mesh. When you would pickup the world actor BP, it should just transfer it’s reference and pull it’s definition, which is a struct BP, into an inventory array and if the weapon is equipped, attach the appropriate actor BP that has the model and logic built in and if dropped, spawn the world actor BP again.
I used a struct per weapon that has the stats like damage, reload time, fire rate, weight, level requirement etc. and i just duplicate it for each weapon.
I’ve been thinking how to actually implement this so i though perhaps i could get different opinions and ideas on this regard.
After i made struct’s per weapon, i think its the wrong way to do.
I’m thinking i should make a base/master actor BP that will have a struct variable that holds all weapon stats and definitions for a weapon.
Things like ammo type, fire rate, damage, the BP’s associated with world and equip objects, sound, weight, etc.
I’d then make each new weapon a child of the base/master actor BP and set the struct defaults appropriately. I’m just not sure how to connect a child BP of a weapon with different objects.
Hoping to make some tutorial videos helping people like me with things that i couldn’t find myself if i figure those things out.
Any feedback, help and idea appreciated.