Inventory Component
Creating Inventory Components & Functions
Section titled “Creating Inventory Components & Functions”- Actor Component Setup
- Create new blueprint class as actor component
- Actor vs Scene Component:
- Both similar, but scene components have transform
- Scene components can be placed in level relative to owner
- Inventory System Design
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Variables:
- Content variable uses “map” type
DA_Item as key (must be unique) Integer as value (quantity)
- Content variable uses “map” type
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Core Functions Created:
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Add to Inventory
Takes item (DA_Item) and quantity Uses Add Map to combine with existing quantity Returns success boolean
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Remove from Inventory
Takes item and quantity to remove Checks if enough quantity exists Subtracts quantity if possible
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Query Inventory
Takes item and quantity Returns:
- Boolean (if exists)
- “In stock” value (quantity owned)
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The inventory system uses a map structure to track items and their quantities, with three main functions to manage the contents: adding, removing and querying items. The system is built as an actor component that can be added to any actor in the game.