Tim

  • World Item to Inventory

    This update includes the ability to take a mesh from the world and allow pickup and addition to inventory. The logic for this required code additions to support:

  • Initial Inventory and Debug

    Added inventory base functionality. Includes a base Item type that can apply to anything fitting in inventory, including consumables, quest items, armor/weapons, etc. Item types can be defined for stacking configuration as well, defaulting to non-stacking. Added Dear ImGUI initial window for ease of adding inventory items to ensure stacking functionality.

  • Player as MetaHuman

    Added a custom MetaHuman for the player character. Created in-editor using 5.7’s integrated MH creation. Armor was imported from a 3rd party asset, based on UE5 mannequin. Adjusted to be a Parametric Wardrobe Item and fitted to the MH, allowing dynamic adjustment to other MH bodies. ABP and animations retargeted to MH body.

  • ARPG Added Raged Weapons, Melee Combos

    This update adds a few new features:

  • ARGP Example

    This example uses the following bits of tech: Weapons are can be equipped and removed, used by different characters. Blocking includes different types (at different effectiveness), including shield, 2h, 1h, unarmed.

  • Proof of Concept Examples

    All the following examples use the same basic tools, including: This example is showing character customization, changing equipment, skin tone, hair style, face, hair and eye colors. It leverages ImGUI for the add/remove/alter mechanisms This example uses GAS to create a grid-based real-time combat. The shown clip uses a Duration-based ability to apply damage…