Ir al contenido

Armor System

4
  • Add new Slots in ArmorBar
  • Adding new ArmorInstance
  • Is it compatible with metahumans?
  • How is the armor system made?

Burn System

3
  • Adding new fuel item
  • Adding New Cookable Item
  • How was the Burn System made?

Combat System

2
  • New Weapon Melee 2.0
  • Combo System

Craft System

2
  • Adding New Crafteable ItemDefinition
  • Craft – How does it work?

Gameplay Ability System

2
  • Ways to Spawn Projectiles
  • GAS – How does it work?

Inventory System

2
  • Inventory – How is it developed?
  • How can I use this inventory to another actor?

Interactable System

2
  • Custom Interactable
  • Interactable System – How does it work?

Loot System

2
  • Loot System – How does it work?
  • Loot Actors

Respawn System

2
  • Respawn System – How does it work?
  • ¿Bed?

Team System

2
  • Team How does it work?
  • Invite Team

Weapon System

5
  • Fire Weapons
  • Bow System
  • Melee throwable weapons
  • Wand Weapon
  • Shield / Cover Items

Map System

5
  • Minimap – How to setup?
  • POI System
  • Make a fast MapCapture
  • Big Map – How to setup?
  • What is Big Map?

Node System

1
  • How was the Node System made?

Building System

1
  • How Work Building System?

Enemies System

4
  • Enemies Examples
  • GameplayAbility Death Bot
  • Simple Health Component – Bots Events
  • Simple Controller – Without PlayerState

Locomotion

1
  • Game animation sample

Spawner System

3
  • Actor Spawner Component
  • NPC Spawner Component
  • Spawner Component
  • Home
  • Lyra Inventory Plugin
  • Craft System
  • Craft – How does it work?
View Categories

< 1 min read

How does the Crafting system work?

This system is used to “combine” any ItemDefinition with another, and from that to obtain a different one. Thus, achieving an improvement “upgrade”, “crafting”, “combination” etc.

It is important to note that the logic is based on the fact that the “combination” takes X time.

Therefore, there is a fragment to represent this logic.

Fragment_CrafItem

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = “CraftFragment”)

    float TimeToCraft = 1.f;

 

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = “Craft Fragment”)

    int32 StackReward = 1;

 

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = “Craft Fragment”)

    TArray<FCraftItemRequirement> CraftItemRequirements;

 

A) Var: TimeToCraft (Float): In seconds, how long does it take to craft?

B) StackReward: (Int32): In quantity, how many items do I get when combining it?

 

C) CraftItemRequirment: [Struct], is an Array, of a struct called (CraftItemRequirement). Contains all the items you need to craft

    UPROPERTY(EditAnywhere,BlueprintReadWrite, Category = “Craft Item”)

    TSubclassOf<ULyraInventoryItemDefinition> ItemDefinition;

 

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = “Craft Item”)

    int32 StackNeed = 1;

 

What are your Feelings
Updated on 13 septiembre, 2023
Adding New Crafteable ItemDefinition

Powered by BetterDocs

HIPERNOVA © 2025 All rights reserved​