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:
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.
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.
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.
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…