Changelog¶
Improvements¶
- Reworked save and load functionality using GameInstance as the manager to keep data across levels and dump desired data to disk. Before, components were able to save data directly to disk, but its better to let the GameInstance handle that for flexibility.
- Added function
EquipFromContainer
to abstract container origin (not only player inventory), so now an item can be equipped directly from any container like storage for example. - Added function
UpdateEquipmentVisuals
to encapsulate all the visuals functionality. - Removed
OnSaveExtraData
andOnLoadExtraData
events for child container types, now to expand save and load functionality (for example player’s inventory money) just override theSaveContainer
andLoadContainer
functions to add the necessary code. - Added
OnEquipmentSlotDrop
event with default functionality already implemented (unequip basically), but can be overriden to suit specific needs. - Added function
CanBeUsed
inBP_BaseItem
to remove theUsedSuccessfully
boolean. Now its easier to override if an item should be used or not. - Event
OnItemUsed
inBP_BaseItem
is now calledOnStartItemEffect
. - Added events
OnFinishItemEffect
andOnItemUseFailed
inBP_BaseItem
.
Bugfixes¶
- Fixed bug where non equippable items were used when dragged to an equipment slot.
TODO¶
- Add widget to show keyboard controls and shotcuts when using the system.
- Improve the example scene.
- Add some real functionality to an item instead of just explaining how to do it.
- Add functions to dynamically increase the amounts of slots in container.