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
  • Adding New Crafteable ItemDefinition
View Categories

1 min read

Item definition Example: Bow

We go to ItemDefinition, and add a new fragment_CraftItem
A) TimetoCraft: 1 (seconds to craft)
B) StackRewards: 1 (Only one bow we will get when crafting it)
C) Struct, we add two items to the Array.
1> ItemDefinition: ID_Tree, Quantity: 3
2> ItemDefinition: ID_Rock, Quantity: 2

Ready, we already have our bow configured.

Now it remains to assign it to a crafting Widget.

W_CraftMenu has a variable, called AllItemDefinition, where you have to load your ItemDefinition, if you want it to appear there.

If not, you can look at the different abilities that exist, “GA_Toggle_WorkStation”, and in the variable, “ItemDefinition”, add the bow there.

Lastly, we need a more detailed description of the item.

For example, is it a short-range bow, made of oak wood)

For that, we need to go back to the item definition of the arc, and add a new ItemBasic fragment and complete                

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

    EInventoryItemCategory Category; // Utilizar elenumerador para la categoría

 

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

    FText DisplayName; // Nombre para mostrar

 

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

    FText Description; // Descripción del ítem

Where Category: is an enum, where we define the different categories that exist.

It can be weapons, tools, ammunition, etc.

DisplayName: Simply the name

Description: “A short-range bow made of bow”

 

Done, with this brief tutorial you can now configure all your items

What are your Feelings
Updated on 9 agosto, 2023
Craft – How does it work?

Powered by BetterDocs

HIPERNOVA © 2025 All rights reserved​