Unreal Engine 5 C++ Inventory Systems

所在平台: Udemy

课程主页: https://www.udemy.com/course/unreal-engine-5-inventory-systems/

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课程简介

课程名称:Unreal Engine 5 C++ 库存系统 课程概述:在本课程中,您将学习如何使用 C++ 和 Blueprints 在 Unreal Engine 5 中创建游戏的库存系统。课程将创建一个空间库存,包含不同类别(可装备、可消耗和可制作)的物品网格,并实现在填充物品的网格之间切换的功能。物品可以有不同的大小,每个物品占据网格中的不同方格数量,并且物品可以堆叠,支持拆分、合并、消耗和丢弃。该库存系统旨在可扩展性和模块化,采用 Unreal Engine C++ 的最佳实践。库存系统以独立插件的形式编码,可以添加到多个游戏项目中,或只保留在单一项目中。 本课程提供资产,包括: - 用于物品的所有 3D 网格,包括可消耗的药水、可装备的斗篷、面具和武器,以及可制作的搜集材料。 - 所有图标、部件、菜单、边框和消息的 2D 纹理。 - 用于拾取物品的 Niagara 特效。 该项目使用 Unreal Engine 5.5,并且在 Unreal Engine 5.6 上也可用,您可以使用课程中最新版本的 Unreal Engine! 课程特点包括: - 空间库存网格及在库存中切换多个网格以容纳不同类别物品的能力。 - 物品碎片系统,通过添加模块化 "碎片" 来定制物品以赋予其功能。 - 显示物品属性的物品工具提示弹出窗口,并使用设计模式构建高度灵活的系统。 - 在空间库存中移动物品的能力。 - 支持最大堆叠数量的堆叠物品,能够拆分、合并和丢弃库存中的物品。 - 可消耗物品的特殊行为(例如药水)。 - 有可装备插槽的设备,并实际装备不同类型的物品(例如斗篷、面具和武器)。 所有编程均可在多人环境下工作,包括听众服务器和专用服务器,同时支持单人游戏和独立游戏。物品具有功能性,不仅仅影响菜单中的显示,还影响游戏中的实际效果,系统提供了灵活的编码方式,让您在物品被消耗、装备或使用时可以自行编程功能。 课程适合具备中级至高级 Unreal Engine C++ 知识的学员。如果您已经完成过《Unreal Engine 5 C++ 终极游戏开发者课程》或具备相应知识,就可以参加本课程!您还将获得 Druid Mechanics Discord 社区的访问权限,这是我为学生创建的一个资源丰富的社区,目前已有超过 35,000 名学生,我们会相互帮助。 希望您能像我一样享受这门课程的创建过程!快来一起制作库存系统吧!

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课程详情

In this course, you will learn how to create inventory systems for your games in Unreal Engine 5 using C++ and Blueprints.We will create a spatial inventory with item grids for different categories (Equippable, Consumable, and Craftable) and the ability to switch between grids filled with items. Items can be different sizes, each taking up a different number of squares in the grid, and items can be stackable, allowing for splitting, combining, consuming, and dropping items.This inventory system is architected for scalability, modularity, and uses Unreal Engine C++ best practices. The inventory is coded in its own separate plugin, which can be added to multiple game projects or simply kept in a single project. Assets are provided for this course, including:All 3D meshes for items used, including consumable potions, equippable cloaks, masks, and weapons, and craftable foraging materials.All 2D textures for icons, widgets, menus, borders, and messages.Niagara effects for picking up itemsThis project uses Unreal Engine 5.5 and works in Unreal Engine 5.6 - you may use the latest version of Unreal Engine for this course!Features of this course include:Spatial inventory grids and the ability to switch between multiple grids in the inventory to house items of different categories (we implement Equippables, Consumables, and Craftables),An Item Fragment system whereby items can be customized by adding modular "Fragments" to give them functionality (a well-established software pattern in the games industry). Add a Grid Fragment to make the item capable of taking up multiple squares on the grid - add an Equippable Fragment to make the item equippable, etc.,Item tooltip popups showing item attributes and the use of design patterns to make a highly-flexible system where tooltips adapt to an item's fragments to display item information,The ability to move items in a spatial inventory,Stackable items with stack counts (just add a Stackable Fragment), supporting max stack sizes, and the ability to split, combine, and drop items in the inventory,Consumable items, the ability to consume and apply custom behaviors upon item consumption (we will implement potions),Equipment with equippable slots, and actually equipping items of different types (we will implement cloaks, masks, and weapons),Assets will be provided for this course, including the character, weapons, equipment, potions, and craftables, as well as all UI textures for inventory menu widgets. Though you are free to use your own assets!Everything is programmed to work in a multiplayer environment, both Listen Server and Dedicated Servers. It also works in single-player, Standalone games.Items are functional - not just affecting what we see in the menus, but also what happens in the game - the system is coded to be flexible, allowing you to program your own functionality when items are consumed/equipped/used, including incorporation with the Gameplay Ability System (GAS). My students have easily incorporated this inventory into their own projects with little effort.We will cover topics from intermediate to advanced Unreal Engine C++. If you have taken my course titled Unreal Engine 5 C++ The Ultimate Game Developer Course or have equivalent knowledge, you are ready for this course!You will also have access to the Druid Mechanics Discord Community, a community I have created for my students, designed to be your most helpful resource when learning. We are going on 35,000 students and climbing! We're all here to help each other out!I hope you enjoy this course as much as I did while creating it!Jump in, and let's make some inventories!

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