Basic Integration with your Project
Use this tutorial to integrate the system into your project. Note that each project may differ in scope, architecture, or design needs. The instructions provided here cover only the fundamental integration process, and you may need to adjust the implementation to suit your project’s unique requirements.
Step 2 - Adding RPG Utility Menu Button
If using Unreal version 5.5 and below, make sure to add the following text inside the DefaultEditorPerProjectUserSettings.ini
If you don't have that file:
Copy it from the RPG Inventory project
/Configfolder ORCreate new text document in your
/Configfolder with the same file name.
[/Script/Blutility.EditorUtilitySubsystem]
#Menu Toolbar Object
+StartupObjects=/Game/RPG_InventoryTemplate/DemoContent/EditorUtility/ToolMenu_RPGUtility.ToolMenu_RPGUtilityAfter saving the ini file and re-opening the project you should see the RPG Utility Tool Menu Button on your Toolbar:

Step 4 - Setup Gamemode Classes
In Project Settings → Maps & Modes, you may need to override several default classes depending on your project setup.
Default Pawn Class - set this to
BP_RPGInventoryCharacterOR keep your existing pawn class and setBP_RPGInventoryCharacteras its parent.HUD Class - set this to
BP_RPGInventoryHUDOR keep your current HUD class and useBP_RPGInventoryHUDas its parent.Player Controller Class - Set this to
BP_RPGInventoryPlayerController, OR keep your current controller class and setBP_RPGInventoryPlayerControlleras its parent.Game Instance Class - Set this to
BP_RPGInventory_GameInstance, OR keep your existing Game Instance class and useBP_RPGInventory_GameInstanceas its parent.

Step 7 - Assigning Post Process Material
If your level already contains a Post Process Volume, select it. If not, add a new Post Process Volume to the level.
Find Post Process Materials under Rendering Features and add a new element to the array:
M_ObjectOutline
Also make sure the Infinite Extent (Unbound) option is checked.

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