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  • Originally posted by CreativeVilla View Post

    The majority of the Blueprint instructions are currently within the First Person character BP... lots of folks want to use the functionality of the inventory system... but within a Third Person character (widgets aside) . The challenge is most of the 'calls' from the other blueprints, and widgets are to the First Person (casting, etc)
    You would create a blueprint class derived from Character class and put all stuff there, then everyone should change their character class of choice to point to the new class instead. It will not break any compatibility along.
    Nilson Lima
    Technical Director @ Rigel Studios Ltda
    Art is a state of Spirit
    UE4 Marketplace:
    Cloudscape Seasons

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    • Originally posted by NilsonLima View Post

      You would create a blueprint class derived from Character class and put all stuff there, then everyone should change their character class of choice to point to the new class instead. It will not break any compatibility along.
      Yeah, that's the most sensible option.

      You could also completely separate the inventory functionality from the character classes all together, and to just have an Inventory class instead. That way, you could have several inventories per character if you wanted to, plus, other objects (NPCs, banks, player trading functionality, etc) could use the same inventory functionality.

      I don't know why you would ever tie this kind of functionality to another class (like the first person character class), it would only give you limitations, without providing any benefit?

      Thing is though, changing this now would break backwards compatibility. Not certain if your users are fine with that. Otherwise moving the inventory functionality over to the character class would be the best thing to do.
      Created blueprints for:
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      Also accepting freelance work (blueprint, UE4 C++, backend development, web development)
      https://lowentry.com/

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      • Originally posted by LowEntry View Post

        You could also completely separate the inventory functionality from the character classes all together, and to just have an Inventory class instead. That way, you could have several inventories per character if you wanted to, plus, other objects (NPCs, banks, player trading functionality, etc) could use the same inventory functionality.
        Yes, thats a kind of specialization which usually is adapted to work from a generic inventory, which would be called generically: item holder, then a collection of item holder, each collection would receive a different association as mentioned by LowEntry.

        As a thought, since Im not aware how your asset works, it has today a way of use, lets call this a known interface for users, you can reestructure everything bellow this and will work fine for the user if you dont break that interface, unless it is already compromised in a way which this is not possible by design.


        Nilson Lima
        Technical Director @ Rigel Studios Ltda
        Art is a state of Spirit
        UE4 Marketplace:
        Cloudscape Seasons

        Comment


        • Hi. I would like to see a complete TP rpg framework/kit om the markedplace. Hope someone could make one soon

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