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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On this page
  • 1.) Modify the Item Database
  • 2.) Create Child of Item Base BP
  • 3.) Add ItemID to New Item Base
  • 4.) Assign Item Blueprint to Blueprint Drop
  1. Item/Equipment System

Adding a new Item

PreviousItem Grade/Rarity ScalingNextAdd a new ItemType

Last updated 2 years ago

Files used: DT_Item, BP_Item_Base

1.) Modify the Item Database

Open the DT_Item. Add a new row, the row name is the ItemID which needs to be unique.

2.) Create Child of Item Base BP

Create a child of BP_Item_Base, and make your adjustments such as changing the Mesh, and renaming it to the item to make it easier to find.

3.) Add ItemID to New Item Base

Open your new Child Actor and search for the Item structure, and add your ItemID.

4.) Assign Item Blueprint to Blueprint Drop

Assign the new Item BP you created earlier in the BlueprintDrop slot.

The ‘BlueprintDrop’ is the actor that will get spawned if an item is dropped to the ground.

I got UStruct issues after making changes to a Blueprint Structure!

  • To prevent broken references in the Blueprint System of the Unreal Engine, be sure to only save the Structure file you made changes on and close the editor without saving any other files (Enums are safe to save). This is an issue that can occur when working with Structures in Unreal Engine.

  • If you already have the issues then try to refresh all nodes on each file that gives an error by hitting File -> Refresh all Nodes

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