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Loot Chest

The inventory component supports things such as loot chests, the player can interact with a loot chest and loot items from them.

The base actor class for loot chests is LootChest_BP. To create additional loot chests, you can place them in the world and define the data in the LootChest_BP class defaults. Or you can create a child class from the LootChest_BP parent class and define the data.

Simply placing the LootChest_BP actor in the world & defining the class defaults from there is the recommended method with loot chests. This way you don’t have to worry about creating child classes.

You can change the open/close animations, & chest skeletal mesh from the loot chest class defaults by clicking on it in the world & setting the variables.

You can change the items stored in the chest by clicking on the LootChest_BP in the world, then clicking on the inventory component & defining the items.

Pickup Actor

PickUpActor_BP is a class that the player can interact with and loot items from. However, unlike a loot chest, a pickup actor is rather simple and does not require an inventory component. Similar to loot chests, the items held in a pickup actor can be defined by placing the PickUpActor_BP in the world, clicking on it in the world & adding items to an array.

The pickup actor is also used as a place to store dropped items whenever a character drops an item using the DropItem function from the inventory component. Recently dropped items will be dropped in a recently spawned pickup actor.

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