I’m not sure if my answer is what you’re looking for, but you could try with a Map type variable, which has an id and a value.
is there any guides on this type of stuff, im really new and just trying to work out how stuff is used =D i have had a look but i must be wording my searches wrong, all i want it to do is add the stats up or take them away when a piece of equipment is added, the way i was trying was it completely wrong? ty for quick reply
my real question really is, is it possible to do a rpg stat system with just blueprints =s
You can do anything with blueprints, even when it says you can’t, search tutorial videos on YouTube for inventories
<3 ty bud was seatching attribute systems getting nowhere, ill try inventory =D
- you’re using the wrong node for subtraction:
You want the one at the bottom, with --
Currently, you’re using negation.
- you’re operating on copies of the struct, the changes never propagate via the reference to the original data struct
- there may be no need for additional variables - work with structs. UI fields can read data directly from actor → struct → stat
Rather than looking for tutorials on how to make systems
, consider focusing on learning how to work with structs first (Set Members), then nested structs, then arrays of structs, then arrays of nested struts. Maps, too, as mentioned above. Once you have that covered, I’d give Actor Components
a chance - this will allow you to modularise and compartmentalise. Otherwise, it will become impossible to work with tangles of wires, you’ll waste a lot of time.
And, once you have your mind wrapped around that, you may not need a tutorial.
Thanks bud =) much appreciated!
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