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Unreal Engine 5 Blueprints: Inventory, Quests and Char Stats

Unreal Engine 5 Blueprints: Inventory, Quests and Char Stats

Unreal Engine 5 (UE5) has revolutionized game development by offering advanced tools, realistic graphics, and seamless world-building capabilities. 

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A significant part of UE5 is its visual scripting system called Blueprints, which allows developers to create complex game mechanics without the need to write code. By dragging and connecting nodes in Blueprints, developers can quickly create gameplay systems like inventory management, quest tracking, and character statistics, three key components that define most role-playing games (RPGs).

In this article, we’ll explore how to implement these systems using UE5’s Blueprints, giving a comprehensive overview of inventory systems, quest mechanics, and character stats.

1. Inventory System

An inventory system is essential for almost all games, especially RPGs and survival-based titles. It allows players to collect, store, and manage items such as weapons, consumables, and other resources. Creating an inventory system in UE5 using Blueprints involves several key steps:

1.1 Data Structures

The first step is defining the data structures that will hold information about the items in your game. Blueprints provide Structs, which are collections of variables under one umbrella. For an inventory system, you can create a Struct that includes fields like:

  • Item Name: A text or string field for the item's name.
  • Item Description: A text field for the description of the item.
  • Item Type: An enumeration to classify the item (e.g., weapon, armor, consumable).
  • Item Icon: A texture to display the item visually in the UI.
  • Item Quantity: An integer to track how many of that item are present.

This Struct will act as the blueprint for each item in the inventory.

1.2 Creating Inventory Logic

Once the Struct is defined, the next step is to create a system that stores and manages these items. This typically involves using an array that stores multiple instances of the item Struct. Arrays allow the player to add, remove, or search for items in their inventory.

Key Functions:
  • Add Item to Inventory: This function checks if the item is already in the inventory. If it is, it increments the quantity. If not, it adds a new item Struct to the array.
  • Remove Item from Inventory: This function checks if the item exists in the inventory and reduces its quantity. If the quantity reaches zero, it removes the item completely from the array.
  • Check for Item: This function allows other systems (like quests or crafting) to query the inventory for specific items.

1.3 User Interface (UI) Integration

The inventory needs to be accessible to the player through the UI. Blueprints make it easy to create and manage UI elements with the UMG (Unreal Motion Graphics) system. You can create inventory slots as Widgets, each displaying the item’s icon, name, and quantity. These Widgets can be dynamically generated based on the number of items in the inventory array.

1.4 Equipping Items

Many RPGs allow players to equip items from their inventory, such as weapons or armor. You can create functions in Blueprints that remove the item from the inventory when it is equipped and visually update the character (e.g., attaching a weapon to the player’s hand or changing their armor appearance). This often involves integrating the inventory system with character stats (discussed later) to apply bonuses or effects from equipped items.

2. Quest System

Quests drive gameplay by giving players objectives to complete. Whether it's gathering items, defeating enemies, or exploring areas, quests provide structure and purpose to a game. Implementing a quest system in UE5 requires careful planning and modular design.

2.1 Quest Data Structure

Like the inventory system, the first step is creating a data structure to hold quest information. You can use a Blueprint Struct to store essential details:

  • Quest Name: The name of the quest.
  • Description: A brief description of what needs to be done.
  • Objectives: An array of individual objectives (e.g., "Collect 5 apples" or "Defeat 3 enemies").
  • Quest Status: An enumeration to track the state of the quest (Not Started, In Progress, Completed, Failed).
  • Rewards: A Struct that holds rewards such as experience points, items, or currency.

2.2 Creating and Managing Quests

Once the quest data is structured, you can create a Blueprint system to manage active quests. A player typically has a quest log, which is an array that stores active quests.

Key Functions:
  • Start Quest: This function adds a new quest to the quest log and initializes its objectives.
  • Update Objective: Each objective needs a condition, such as "collecting X items" or "reaching a specific location." Once the condition is met, this function updates the quest status and checks if all objectives are completed.
  • Complete Quest: Once all objectives are fulfilled, this function triggers the reward system and updates the quest status to Completed.
  • Fail Quest: Some quests may fail if not completed within a time frame or specific conditions. This function updates the quest status to Failed.

2.3 Quest Objectives and Triggers

Objectives drive quest progression, and they are typically tracked by triggers or game events. For example:

  • Collection Quests: If the quest requires the player to collect items, you can hook into the inventory system. Whenever the player adds an item to the inventory, the quest system checks if it’s relevant to any active quests.
  • Kill Quests: For combat-related objectives, you can track enemy deaths. When an enemy dies, the quest system updates the player’s objectives if they are relevant to the quest.
  • Exploration Quests: These objectives are often tracked by triggers placed in specific areas. When the player enters a trigger zone, the objective is marked as completed.

2.4 Quest UI

Like inventory systems, quests need to be displayed in the UI for the player to track their progress. You can create a quest log UI using UMG, which dynamically populates with the player's active quests and their objectives.

3. Character Stats System

Character statistics (stats) are essential in RPGs for defining a character's abilities and progression. Common stats include health, stamina, mana, strength, agility, intelligence, and more. A stat system governs how these attributes change and interact with the game world.

3.1 Creating Stats

You can create a Struct for the character stats, which might include:

  • Health: A float representing the character’s current health.
  • Max Health: The maximum amount of health the character can have.
  • Stamina: A float tracking the character’s stamina, which might be used for running or performing special moves.
  • Strength, Agility, Intelligence, etc.: These stats can affect things like damage, speed, or mana.

3.2 Managing Stat Changes

Stats need to change dynamically throughout the game due to combat, item usage, leveling up, and more. Blueprints can manage these changes with functions:

  • Take Damage: This function reduces the character’s health when they are hit by an enemy.
  • Heal: This function restores health, either through items or abilities.
  • Stamina Drain/Regeneration: Certain actions like running or dodging may drain stamina, which can regenerate over time.

3.3 Leveling Up

In many RPGs, characters level up after gaining experience. A leveling system is often tied to character stats, with a function that increases attributes like strength or health when the player levels up.

3.4 Stat Bonuses from Items or Quests

Items or quest rewards often grant bonuses to character stats. For example, equipping a specific piece of armor might increase the player’s defense or strength. Blueprint systems can apply these bonuses by modifying the relevant stat values when items are equipped or quests are completed.


Conclusion

In Unreal Engine 5, Blueprints provide a versatile and powerful way to create complex systems like inventories, quests, and character stats. These systems are foundational in building RPGs and other game genres that focus on player progression, resource management, and storytelling. By using Blueprints, developers can create these systems visually, making them accessible to both programmers and non-programmers alike. The modular nature of Blueprints allows for easy expansion and customization, giving developers the flexibility to craft unique and engaging gameplay experiences.

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