Also implemented the ability for grass and enemies to drop resources
The loot table can easily be defined for each enemy or object in a Data Asset
Different resource pickups are now working and being displayed properly in the inventory
Money, Bombs and Arrows all reuse the same system because in the end they're all just resources with a number we have to keep track off
Prototyped the ability to switch between different items through the Inventory Menu
Here I'm going between the bow and boomerang
Did you know that you can copy functions between different Blueprints and even Unreal Projects?
Input and output parameters will also be copied over, so this is extremely useful for things like a nested UI where you have to pass values through multiple layers
Replying to @EvilReFlex
In the video it's UE 5.6 but I just booted up 4.27 and it also works there with tooltip and all.
This might have been there all the way back in UE 4.0 IDK😂
I've been using Unreal Engine almost every day for the past 8 years and just now I found out you can right click a variable to turn it into an array type...
This saves you the trip of going all the way to the details panel on the top right
This month marks the 5 year anniversary of my YouTube channel and also the first time I tried making 2D and 2.5D games with Unreal!
Thank you all so much for making it possible :)
I put together a video summing up all the projects I worked on:
youtu.be/W-OASeAf5So
Dragging yourself around the map by holding the middle mouse button already made this project feel so much more legit... and it only took about 5 minutes to implement

