0.2.0
Unreal Versions
- 5.4
note
Going forward, the example map will only be updated for the most recent version of Unreal.
Changes
- Added a level for third person games (
LV_BoltExample_ThirdPerson
).- The example uses a simple focus/interaction system for picking up items and opening chests.
- Added functions
OnFocused
andOnUnfocused
to theBPI_Interactable
interface. These are called locally when the actor gets focused/unfocused by a player.
- Added new widgets for an item hotbar.
- Note that this hotbar only works for using items; we will not be implementing a hotbar for the items' abilities. See the UI Guide for more info.
- Removed most dependencies on the example map's C++ classes from widgets.
- Some dependencies can't be avoided due to the way GAS is set up.
- Renamed
ItemOperationHandler
toInventoryComparisonViewModel
- Removed
BPI_ItemOpHandlerWidget
interface- Replaced with individual
Initialize
functions for inventory widgets and slot widgets
- Replaced with individual
InventoryComparisonViewModel
is only used for inventory comparison windowsW_WorldItemPickupButton
requests directly from the inventory controller- Drop button requests directly from the inventory controller
- Added a function
Play Feedback For Result
toBPFL_WidgetUtils
for playing feedback from any class
- The Player Controller contains the
FeedbackCatalog
instead of theItemOperationHandler
; pickup and drop buttons tell the player to send feedback using the catalog - Renamed
PickupItemStack
toHeldItemStack
- Renamed
W_GenericInventoryWindow
toW_InventoryComparisonWindow_Generic
W_InventoryComparisonWindow_Generic
is now responsible for mapping inventory classes to the inventory widgets it spawns.- Added the
W_InventoryComparisonWindowBase
class for inventory windows.W_PlayerInventory
andW_InventoryComparisonWindow_Generic
both derive from this class- The
ViewInventory
function (fromBPI_PlayerWithInventory
) now takes theW_InventoryComparisonWindowBase
class.- Notably, this is the "Window" class, not the "Inventory" class.
- This puts it more in line with the
PushContentToLayerForPlayer
function from the Lyra Example.
W_WidgetStack
on the HUD now usesCommonActivatableWidgetStack
.- Windows pushed to the stack must derive from
CommonActivatableWidget
. - Windows receive the
OnActivated
/OnDeactivated
events when reaching/leaving the top of the stack, respectively.
- Windows pushed to the stack must derive from
- Inventory windows and the HUD now derive from
CommonActivatableWidget
.- These classes use common UI's
GetDesiredInputConfig
to handle input config changes.- For example, the mouse cursor should become visible when opening your inventory in third person.
- These classes use common UI's
- Inventory widgets now unbind from delegates when destructed.
Bug Fixes
- Fixed a bug in the non-stoch example map that caused equipment to spawn additional item sockets when loaded.
- Fixed a bug where inventory delegates would get called during engine teardown.