
Welcome to the course, this is the introduction video which will discuss how the course is broken down, changes that will be made and a little bit of history on this plugin
This will be a quick video on setting up the project, If you have an earlier or later version of unreal engine, it wont matter, any version will do
This video shows you how to setup a new plugin and make sure its loaded into your project correctly.
This video is setting up the character and controller in the plugin for use in your game, this isn't the only way to do this but it is the way I have done this in this series.
This video we will setup the item and table structures for our inventory items
Having setup the item and table structure in the previous video, we need a simplified version of the inventory item to save on memory and ease of replication.
Its finally time to setup the inventories storage component that we can use. This will be the base for the rest of the course so this is an important step
What inventory doesn't allow you to add items to it, this is setting up the functionality to allow us to add new items to our inventory
Like adding items, we need the ability to remove items from the inventory, these are fairly simple and straight forward so this is a short video
The HasItem is for querying our storage to see if we have respective items we need for future functionality
As we allow stacking of items we need the ability to remove a number of items. This is very similar to the other functions we have already done
Converting our storage component to be replication ready is a crucial part of any multiplayer game, be sure to follow this closely
What multiplayer game doesnt have the ability to share items in a box, lets create a shared storage that everyone can dive into
We are now moving on to the User Interface portion of the inventory section, here we create the outer containers for the inventory
Each item in our inventory needs a voice, a visual, so here we are going to create our template for each item to use
I am quite partial to drag and drop inventories so this is how you would implement it in unreal engine
We need to drop items, so we need some UI that will mark as a "drop into the world/on the floor"
The crux of the series, shared storage UI bring our replication into focus and finally allows our character to store items safely away
Some items like consumables are often met with that pesky cooldown timer, here is how to implement it, not essential if you never want to see a cooldown timer again
Once we have dropped an item, we kind of need the ability to pick it up again! common sense right?
This is a simple bug fix for the issues in the previous video, guess what....it was one line of code!
Welcome to the crafting section, like the storage component, here we are going to create a crafting component
With crafting comes that wonderful book of recipes, here we create the structure needed for our crafting
Working with timers, always fun, some crafting in games takes time to process, so lets add the logic that will allow us to turn this on at the change of a table property
If we are already crafting we may want to cancel it (assuming it has a timer), so we can implement the logic here.
As with the inventory UI, lets start by creating a crafting container for all our recipes to be displayed
The template for each of our crafting items, and how to display what is required for each recipe
Like the shared storage, we want to make sure that we have UI ready for more than one person to descend into the crafting nightmare you will unleash on them
Final video for crafting, lets make sure our crafting is multiplayer ready
On to the final section of our course, the building, here like previously we setup its own component so we can encapsulate all our logic
All building in games requires the fabled line tracing, a rather important step into placing buildings
Using our fancy new line trace, now we need to get the hit location of where we are looking at
As we want to place buildings, its easier if all placed building pieces stem from the same parent class, that way we can inherit a lot of the logic
In order to build, we need the ability to spawn our new buildings into the world, this is a vital bit of code, without it, no building
Up to you if you want to implement this but the ability to rotate buildings has always been a requirement for some types of buildings
Now that we have spawned our building, we need to be able to place it and leave it in the world for all to use
Most building games require a cost for building, lets give you the ability to set what items are required and remove them from our storage component
Lets get the building replicated so everyone can see what is happening
Back to our UI, lets create a building menu that you can select your building pieces from
Here we show the recipe and requirements for each of the building items
Some bug fixes for the previous video and some of the UI in the course, not many it seems
Congratulations on finishing the course. I hope it has helped you and I hope you have happy days coming up with complicated recipes and games. Thank you for watching.
Welcome to the course, thanks for stopping by
This is an Unreal Engine 5 development course that will help you on your way to developing games that utilize storage like RPG's and Survival Games where you have to gather resources and craft new items and new weapons
Here you will learn how to create an in-game inventory system where you can pick things up from the world and store them for later (ideal for hoarders).
Once we have our Inventory I will show you how to create a crafting system that uses those precious resources you have gathered.
When we are done with Crafting we will move onto building, learn how to create a system similar to that of Fortnite or your favourite survival games like Subnautica or Valheim.
Multiplayer support is a must in day to day games, I will not show you how to create a multiplayer game but I will show you how to make your inventory/crafting/building systems work for multiplayer games and how you can have shared storage to share those resources you have gathered with your friends who couldn't be bothered to gather them themselves.
This course will primarily be using Unreal Engine 5's C++ scripting so some prior knowledge of C++ is advised as I will not be covering the basics,
and an understanding of Unreal Engines interface is highly advisable as I wont be covering that either.