Storing persistent data

AActor (World Item)

  • Item Type {Enum}

Weapon {Parent World Item} [Item Type: Weapon]

  • Weapon Type {Enum}
  • Weapon Name (name | string]

Data Tables
Weapon (all data needed that you want easily updated]… e.g. recoil, sway etc.

On pickup get data table row by name (weapon name).

World placed items I use simple actor class with low data and a static mesh. For skeletal weapons I use a robust actor, high data, sk mesh…on pickup


For the inventory itself I have a Struct for weapons. The struct has an Weapon class Obj reference for each slot (Primary 1, Primary 2, Secondary). I also have a struct for ammo, throwables, consumables etc.

If the item will not be attach to the pawn its simply data and the struct element reflects that. Typically an Integer for quantity.
e.g. Ammo {556: 200, 9mm: 0 etc etc for each ammo type}

inv_weapons