Features:
- Modular, can be added to your own project with ease
- Optimization in mind with assets and replication
- Jigsaw style or regular, you can define the dimensions if items as you see fit.
- All the core logic is handled in components
- Multiplayer
Number of Blueprints:
- 1 example map
- 1 main pickup class and 9 pickup child examples
- 1 data asset and 1 data table for gameplay tags
- Third person character BP with Animation, game mode, Hud and player controller.
- 2 actor components
- 14 widgets including demo widgets
- 2 UI materials and 13 demo Materials
Pickup Textures: The pickup Textures were captured in game, other pickup Textures by me in Photoshop.
Input: (Keyboard, Mouse)
Network Replicated: (Yes)
Supported Development Platforms: (Windows, PS4, Xbox)
Supported Target Build Platforms: (Windows, PS4, Xbox)
Documentation: https://kaidoomgames.com/inventory-pickup-system-2-0/
Important/Additional Notes: V2 is only available for engine version 5+
Update:
Overhaul of the system, V2 is now available for engine version 5+
特征:
- 模块化,可以轻松添加到您自己的项目中
- 优化资产和复制
- 拼图样式或常规,您可以定义尺寸,如果项目,您认为合适。
- 所有的核心逻辑都在组件中处理
- 多人游戏
蓝图数目:
- 1示例地图
- 1个主要拾音器类和9个拾音器子例子
- 1个数据资产和1个gameplay标签的数据表
- 第三人称角色BP与动画,游戏模式,Hud和玩家控制器。
- 2actor组件
- 14个小部件,包括演示小部件
- 2个UI素材和13个demo素材
拾取纹理:拾取纹理是在游戏中捕获的,其他拾取纹理是我在Photoshop中捕获的。
输入:(键盘,鼠标)
网络复制:(是)
支持的开发平台:(Windows,PS4,Xbox)
支持的目标构建平台:(Windows,PS4,Xbox)
文件:https://kaidoomgames.com/inventory-pickup-system-2-0/
重要/附加说明:V2仅适用于引擎版本5+
更新资料:
系统的大修,V2现在可用于发动机版本5+
Inventory and pickup system is 100% Blueprint, the aim of this system is to give you the ability to choose your own inventory layout by simply adding whatever amount of equipment slots and inventory you need and let the inventory component handle the rest including replication.
You can go with the Jigsaw style or make every item 1×1 and go with the good old inventory style, you have options.
The core logic is handled in components so if you already have a pickup system you can simply add the PickupComponent to your base class and you're good to go, the same for the character, the inventory component is all you need.
Optimization is very important to any project, this system uses mostly soft referenced and a data asset for inventory data.
The replication is event based so it should be quite optimized.
库存和拾取系统是100%的蓝图,该系统的目的是让您能够通过简单地添加所需的任何数量的设备插槽和库存来选择自己的库存布局,并让库存组件处理
您可以使用拼图风格或使每个项目1×1,并使用良好的旧库存风格,您有选择。
核心逻辑是在组件中处理的,所以如果你已经有一个拾取系统,你可以简单地将PickupComponent添加到你的基类中,你就可以开始了,对于角色来说也是如此,库存组件是你所需要的。
优化对任何项目都非常重要,该系统主要使用软引用和库存数据的数据资产。
复制是基于事件的,所以它应该是相当优化的。
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