Today was quite surprising, I didn’t anticipate that I would make good progress, since usually when I do more programming heavy stuff (without tutorials) it takes awhile.
I added a new event in the damage component where health can be replenished. I was a little bit not sure how to trigger that event, I initially assumed that i should associate the item’s capability based on the BP item. However, i ended up hooking up the event in the widget slot component. right now it’s done with a cast to the specific object and I think i will need to set up a better system associated with that.
I then wanted to have the item respawn after being picked up. I was evaluating how i can get the actor component of the weighted table to work with the BP parent. then i ended up deciding the replicate the logic in the actor component into an actual spawner BP and spawn the item. Once the item is destroyed, the spawner will recreate the item based on the weight.
One thing i noticed is that i need to figure out the crafting ui in terms of when you want to create an item (like the potion) you click on it get new ones, but if you want to use them there isn’t a way to do it without conflicting with the creation input.
Next step:
Table of objects and impact on game play
Bird NPC (should they be villians?)