sclark39 / fairfeelingloot Goto Github PK
View Code? Open in Web Editor NEWVisual Loot Table Designer for Fair-Feeling Loot Drops in UE4
License: Other
Visual Loot Table Designer for Fair-Feeling Loot Drops in UE4
License: Other
Feed in a custom class interface (TSubclassOf), which the node will instantiate and use to select which edge to follow.
Maybe this could be combined into the Blueprint Callback node.
This makes it seem like the loot table isn't working because your changes aren't being reflected into the game. At minimum, the graph should be rebuilt when a play in editor session begins, if the graph is dirty.
Ideally it should update whenever anything is changed, but that has the potential of breaking during runtime. As long as long as the loot table data payload gets cleared, it should be ok.
Probably should rename it. Add better documentation
GenericGraph bug
This will open up some other workflows which seems like a good idea.
Notes
Since the values are converted to int internally, there seems to be no point in having floating point values there. They could suggest a random chance of rolling 1 higher which would be misleading.
In New Asset menu, shouldn't be in Miscellaneous
MakeRandomLoot shouldn't be in Math|Random
Steps to replicate:
The connections stay on the graph despite being invalid due to current settings. No new nodes can be connected to the start node, which is expected. After disconnecting, existing nodes work as intended and only one can be connected at a time.
Should one have a different icon? Should there even be two options?
Probably should just remove
Steps to replicate:
Possible solution: While trying to connect a Loot node anywhere, check if the graph's branch already contains a loot node somewhere higher up to the start node. If it doesn't - connect. If it does - reject the connection.
Steps to reproduce:
Since graph nodes are able to be pasted within the same graph, it would be expected for them to be able to be copied from one graph to another just like in Blueprint.
Loot table scope is unique per LootTableComponent. To use shared state, the same loot table component must be used for each.
It can be error prone to new users, but is a nice speed optimization to be able to drag from input to output rather than always having the arrow be drawn from A -> B
Removing LootTable variable code path would make this easier.
Call into blueprint to decide which connection to follow
Steps to replicate:
Found on RandomChoice, Negentropy, Shufflebag, SwitchOnNameParam, TestFloatParam. Basically all of the nodes that have parameterized connections to their children (weights, param values etc.)
By using a float param as a counter in the loot table, you can garauntee that a particular item is dropped at least one time out of 10 times:
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