Dynamic head replacement, and other mesh exchange animation related to the looting and pick ups.
Player inventory UI and other related UI
- Head tab. Contains all heads
- Food tab. Contains all consumable food
- Resource tab. Contains resource to make head, and cook food.
It might be possible to merge Food and Resource tab?
Each Pickup has a Tags field, some item can be in multiple categories. For example, a food can be a crafting resource. Use single array to store all the items. The items are dynamically categorized and displayed using its Tags field.
UMG is based on Slate.
The basic idea is having:
- InventoryWidgetBP, an UMG widget blueprint
- InventorySlotWidgetBP, an UMG widget blueprint
InventoryWidget
handles layout and scrolling. InventorySlotWidget
handles image loading, might be able to bind help message tooltip here?
It is ideal to handle all the logic in the blueprint, without any base C++ class.
Slate version of scrollable pane is ideal. Also the slot can be turned into a slate class as well. So we just need a single UMG UInventoryWidget
wraps both SScrollPane
and SSlot
. The user interaction will then be able to handled in UMG.
Pickup spawn, NPC spawn.
At the moment, this spawn is based Component.
Naive loot system, can be just hard coded
Queue the user inputs, trigger appropriate actions.
Combine input statck and unrealengine animation state machine.
Animation related to fighting pose.
Collision and damage design and calculation.
Game AI development
Game level design, enviroment creations.
Advance loot system, with proper random output.