RPG-System: All-In-One | Documentation
  • Welcome
  • Discord
  • Implementation
    • Migrating
    • Implementing
      • Network UniqueID
    • Tips
      • Optional Config settings
  • Good to know
    • Global Settings
    • Get RPG Reference of a Player
    • Experience Penalty on Death
    • Copy Player Info | Make Clones
  • Leveling System
    • Overview
    • Spendable Stat Points
  • Class System
    • Overview
    • Adding a new Class
    • Add a Skill Tree to a Class
  • Status Attributes
    • Stats
      • Stat Bonus
      • Add a new Status Attributes (Stat Bonus)
    • Elements
      • Element Bonus
      • Add a new Element
    • Attack Bonus
  • Item/Equipment System
    • Item Datatable
      • Base Item Stat Bonus (ATK, DEF)
      • Item Grade/Rarity Scaling
    • Stat Bonuses
    • Socket/Gem Slots
    • Adding a new Item
    • Add a new ItemType
    • Item Tips & Tricks
      • Prevent Items from being Lootable Until Conditions Met
  • Inventory System
    • Overview
    • Socket/Gem Slot
    • Currency
      • Add a New Currency
    • Refinement System
    • Personal Storage System
    • Auto Loot
      • Quick-Loot/Take All Items
    • Functions
      • EquipItem
      • UnequipItem
      • DropItem
        • SplitDrop
      • UseConsumableItem
        • ItemCallEvent
      • GetItemCooldown
      • SetInventorySlot
      • GetInventorySlot
      • SetEquipmentSlot
      • GetEquipmentSlot
      • InventorySwapItem
      • InventoryAddItem
      • InventoryRemoveItem
      • GetFreeInventorySlot
      • InventoryHasItem
      • InventoryGetItemAmount
      • InventoryTryStack
      • AddCurrency
      • GetCurrency
      • SetRefineLevel
  • Status Effects System
    • Overview
    • Add a new Status Effect
    • Functions
      • Add Status Effect
      • Remove Status Effect
      • Has Status Effect
  • Crowd Control System
    • Overview
    • Add a new Crowd Control
    • Functions
      • AddCrowdControl
      • RemoveCrowdControl
      • HasCrowdControl
      • OnCrowdControl
  • Skill System
    • Skills
      • Add a new Skill
      • Creating a Ranged Projectile
      • Modifying Skill Upgrades
      • Skill Database Parameters
      • Custom Skill Logic
    • Skill Trees
      • Add a new Skill Tree
      • Add Skills to an Skill Tree
      • Add a Skill Tree to a Class
    • Skill Functions
      • SetBasicAttackInfo
      • SetCurrentSkill
      • UseSkill
      • ExecuteSkill
      • GetSkillATK
      • SetSkillUpgrades
      • SetSkillIndicatorLocation
        • First/Third-Person
        • Top-Down
      • SelectTarget
        • First/Third-Person
        • Top-Down
      • ⚔️BasicAttack
    • Skill Module
      • Event Skill Initialized
      • Event Skill Start
      • Event Skill End
      • Multi-Hit Parameters
    • Tips & Tricks
      • Spawn Module on Socket Location
  • Hotbar
    • Hotbar
  • Crafting System
    • Overview
    • Creating a new Item
  • Shop System
    • Overview
  • A.I Systems
    • Enemies
      • Creating a new Enemy
      • A.I Spawner Sample
    • Companions
      • Add new Companion
    • Minions
    • Pets
      • Add new Pet
      • Add new Pet Cube
    • Tips & Tricks
      • Force Companion to Attack
  • Quest System
    • Overview
    • Pre-made Task Types
    • Objectives
  • Party & Chat System
    • Parties
    • Chat
  • Other Subsystems
    • Interact System
      • Create a Interactable Object
    • Drop System
    • Save System
    • Custom Variable System
      • AddCustomVariable
        • Interact Example
    • Custom Dispatcher System
      • Example from the Demo
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  • Add Interfaces to Character Blueprint
  • Connect Interface Functions
  • Set up Animation Handling
  1. Implementation

Implementing

How to implement RPG AIO into your own Character Blueprint

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Last updated 1 year ago

Add Interfaces to Character Blueprint

  1. Now open your Character Blueprint (ThirdPersonCharacter in this case) and add the BPC_RPGSystem to your Character, for AI use BPC_RPGSystemAI. (I changed the Collision Object Type to PhysicsBody on my SkeletalMesh)

  2. Go to the Class Settings and implement the BPI_RPGSystem and BPI_RPGAnimation Interface into your CharacterBP.

    Add both interfaces

Connect Interface Functions

  1. Let’s start with the most important ones: GetMovementSpeed, GetRPGSystem(Use GetRPGSystemAI if you want to implement it into an AI), GetMeshRadius, and SetMovementSpeed.

Set up Animation Handling

  1. For the Animation Handling, you also need to set up the GetAnimationState function.

You need to create the Falling variable by yourself.

  1. Open your Animation Blueprint and add the BPI_RPGAnimation Interface. Add the StopSkillAnimation and PlaySkillAnimation Events.

Please take a look at the ABP_CharacterExample to get a feeling of how you can use the PlaySkillAnimation event for your needs.

  1. Open the BP_ThirdPersonCharacter or BP_CharacterDemo and copy the following events into your Character Blueprint:

  1. (Optional) If you want to use the Visual Equipment mechanic you also need to set up the VisualEquipmentAddSkeletalMesh, VisualEquipmentAddStaticMesh, VisualEquipmentDestroyComponent, VisualEquipmentDestroyComponents, and GetPlayerSkeletalMesh.

  1. Add the BP_HUD_RPG as the HUD Class in your GameMode.

  1. Now go back to your Character Blueprint and add the InitRPGSystem and the InitHUD to BeginPlay. Also, add a Dispatcher for OnDeath to handle your ragdoll and the respawn.

Check out the Third-Person and Top-Down Example to learn more about the ToolTip Collision, Pickup Collision, Range Indicator, Ragdoll, and Visual Equipment! (You can copy & paste everything into your own Character)

BE SURE YOU USE BP_Gameinstance_RPG AS YOU GAMEINSTANCE AND YOUR GAMEMODE NEEDS TO BE A CHILD OF BP_Gamemode_RPG_Base.

Done! Now you have full access to the framework, enjoy it, and thank you for buying! (If you have any questions or need help implementing it into your project, don't hesitate to join our Discord)

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