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Purpose: This structure contains essential data that every item must possess to be deemed valid within the game system.
Properties:
ItemName:
Type:FText
Description: The name of the item, presented to the player.
ItemID:
Type:FGuid
Description: A unique identifier for the item.
ItemCategory:
Type:UInventoryItemCategory*
Description: The category of the item, e.g., Weapon, Potion, Armor.
ItemRarity:
Type:UInventoryItemRarity*
Description: The rarity or value level of the item, e.g., Common, Rare, Epic.
ItemFlags:
Type:FGameplayTagContainer
Description: A container for gameplay tags that are associated with the item. These tags can represent various states, conditions, or properties of the item, like "Equipped", "Tradeable", or "QuestItem".
FInventoryOptionalData
Purpose: This structure contains additional item data that isn't strictly necessary but augments the item's description or functionality.
Properties:
ItemThumbnail:
Type:UTexture2D*
Description: An image representing the item, typically shown in inventory UI or tooltips.
ItemDescription:
Type:FText
Description: A brief description or flavor text of the item, conveying its story or use.
ItemWeight:
Type:float
Description: The weight of the item, potentially used for inventory weight limits or encumbrance mechanics.
BasePrice:
Type:int
Description: The base value or price of the item when trading with NPCs or players.
SpawnClassOnDrop:
Type:TSubclassOf<AActor>
Description: Represents the 3D model or actor of the item in the game world when it's dropped.
FItemQuantitySettings
Purpose: This structure encompasses data related to the item's quantity, including details about stacking and limits.
Properties:
IsStackable:
Type:bool
Description: Determines whether the item can stack in inventory slots. For instance, arrows or potions might be stackable, while unique weapons might not be.
MaxStackSize:
Type:int32
Description: The maximum quantity of the item that can be held within a single inventory slot. Only relevant if IsStackable is true.
MaxTotalQuantity:
Type:int32
Description: The maximum quantity of this item that a player can hold across all slots and inventories.
The text was updated successfully, but these errors were encountered:
FInventoryRequiredData
Purpose: This structure contains essential data that every item must possess to be deemed valid within the game system.
Properties:
ItemName:
FText
ItemID:
FGuid
ItemCategory:
UInventoryItemCategory*
ItemRarity:
UInventoryItemRarity*
ItemFlags:
FGameplayTagContainer
FInventoryOptionalData
Purpose: This structure contains additional item data that isn't strictly necessary but augments the item's description or functionality.
Properties:
ItemThumbnail:
UTexture2D*
ItemDescription:
FText
ItemWeight:
float
BasePrice:
int
SpawnClassOnDrop:
TSubclassOf<AActor>
FItemQuantitySettings
Purpose: This structure encompasses data related to the item's quantity, including details about stacking and limits.
Properties:
IsStackable:
bool
MaxStackSize:
int32
MaxTotalQuantity:
int32
The text was updated successfully, but these errors were encountered: