Website powered by

UE4 RPG Blueprinting (WIP)

This project was for a uni assignment with the key focus being on creating blueprints within UE4. A majority of the assets in this project were sourced from Turbosquid (Credit to the artists who made those), and were used to compliment the events I've made. I took inspiration from skyrim for some of my blueprinting events.
This is currently a work in progress project :)
Any C&C are welcome!

----

UE4 RPG Blueprints - Current state - Uncommentated Walkthrough

The Chests in the project can be set to a specific rarity prior to starting the game. When the chest is interacted with, the amount of loot that is given to the player is based on what rarity the chest is. A rarer chest will give more coins.

The Chests in the project can be set to a specific rarity prior to starting the game. When the chest is interacted with, the amount of loot that is given to the player is based on what rarity the chest is. A rarer chest will give more coins.

The coins in the project have properties which will determine their value when they spawn in the level. You can set a default amount on the coins, or set it to be random between two numbers. The size of the coin stack is determined by the amount of coins

The coins in the project have properties which will determine their value when they spawn in the level. You can set a default amount on the coins, or set it to be random between two numbers. The size of the coin stack is determined by the amount of coins

Around the level are inventory items that the player can interact with. Each item can be picked up and looked at. Specific items can be equipped straight to the player. The type of item and where an equippable item should be positioned can be set.

Around the level are inventory items that the player can interact with. Each item can be picked up and looked at. Specific items can be equipped straight to the player. The type of item and where an equippable item should be positioned can be set.

Npcs that are placed within the world can have properties such as their name and the quest they hold, set. When you interact with the Npc's they give you the specific quest selected.

Npcs that are placed within the world can have properties such as their name and the quest they hold, set. When you interact with the Npc's they give you the specific quest selected.

Powerups around the map offer boosts to certain stats such as player speed and jump height. The duration of the buff, the value of the buff, and whether it multiplies the amount can all be set.

Powerups around the map offer boosts to certain stats such as player speed and jump height. The duration of the buff, the value of the buff, and whether it multiplies the amount can all be set.

Regions, much like those in Skyrim are areas you come to that display the area name on screen. They would be used for things such as towns. The map icon for this place will show discovered when a region is entered.

Regions, much like those in Skyrim are areas you come to that display the area name on screen. They would be used for things such as towns. The map icon for this place will show discovered when a region is entered.

The inventory stores all the items the player picks up. From here you can currently equip any armour or weapon type, Trash any item, or drop any item.

The inventory stores all the items the player picks up. From here you can currently equip any armour or weapon type, Trash any item, or drop any item.

When the player spawns they must select a name for their character. If they try to click begin or the character name they select is less than 3 letters, the game will not let them proceed. The name shows up in the players inventory and is used by npcs.

When the player spawns they must select a name for their character. If they try to click begin or the character name they select is less than 3 letters, the game will not let them proceed. The name shows up in the players inventory and is used by npcs.

The compass shows the current direction the player is facing and shows any points of interest in the form of icons. When a player is far away from one of these places, the icon fades away. When they are close, the icon scales up.

The compass shows the current direction the player is facing and shows any points of interest in the form of icons. When a player is far away from one of these places, the icon fades away. When they are close, the icon scales up.