So there are a few BP inventory tutorials around, but nothing that really covers what I’m looking for, at least not that I’ve been able to find. Most just cover storing actors and data in their default state, but I’m working on a project that will need a bit more than that, and information is a bit hard to come by.
So for an example of what I’m looking to do:
Each player in a MP game has 50 inventory slots. Each inventory slot can be used for various weapons, resources, and items. Pretty simple so far, until this: Every weapon, resource, etc will have unique stats on them, and what stats the item has will change depending on what the item is.
Looking at a weapon, it can have, so far, 14 properties that would each need to be saved, none of which would be useful in the slightest to any other item type in the game.
Now, I know it’s entirely possible for me to go and make 700 variables for the weapon item type alone, 14 for each of the 50 inventory slots, but even with my limited programming knowledge that sounds like a horrible, horrible idea.
What would be the best approach to storing all of that data without needing to make a massive network of blueprints solely to store data in the inventory slots? Or better yet, a solution that doesn’t have a limit to the amount of inventory slots without a major reworking, so I’m able to go back later and adjust it easily.
At the moment, what I have so far is basically a “master weapon”, “master projectile”, “master resource”, etc that changes its properties after spawning based on the variables that the player gives it from a single slot in the inventory. But, at the moment I only have it functioning with 1 item at a time, just for testing purposes until I work out a good solution, and even as it is having so many variables is getting hectic.
Thanks in advance!