What is the best way to implement this kind of inventory?
Basically a DayZ style inventory, I'm struggling to figure out what is the best way to organize such inventory, where the item can contain another item with items and etc. All of them will contain per Item data like their condition. Maybe somebody already has made something like this, or have some ideas how to implement this? I was planning to create an actor component and use it, but I won't be able to use it with items, because they are not objects, but a set of data about them.
Also, I thought that Inheriting from Object may help, but blueprints array can only store references or classes, I'm not strictly bundled to BPs but I just want to leave c++ as a fallback solution, in case this can not be done in blueprints.
Each item could just have an Array of item objects or item data structs which can then be used to set UMG images, text, etc and spawn item Actors. each entry in the array is an onject whose parent class is the same type of object as has the array so you can nest them like you were saying.
I think that could work. I dont know if structs can have arrays but objects sure can.
answered Jul 16 '18 at 07:15 PM
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