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.
This tutorial only applies to the project version 2.0 and above.
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.

Step 9 - Re-parenting Player Character
Follow this step only if you're using your own Player Character Class
1) Removing unnecessary nodes from RPG Character
If your Character already has Input Action Events for: Look, Move and Jump - delete them inside the RPG Character Event Graph.

Later you may need to add the CanJump? node to the Jump Input Event inside your Character - this prevents Jumping while using Gamepad and interaction is possible.
2) Copy-paste SaveGameCapture to your Character
Follow this step only if your Character already has a Camera
Copy SaveGameCapture (SceneCaptureComponent) from RPG Character and Paste it in your Character attached to CameraBoom (or at the same location as Camera).

3) Remove the Camera related Components from RPG Character
Follow this step only if your Character already has a Camera
Now remove the CameraBoom, FollowCamera and SaveGameCapture from RPG Character as it's no longer need in there.

4) Set RPG Inventory Character as Parent Class of your Character
Go to your Character BP and set the Parent Class to BP_RPGInventoryCharacter.

Step 11 - Weapon Sockets
Follow this step only if: Using your own Character Skeleton
Choose one of the following depending on your project current configuration:
A) I don't have weapon sockets on my Character Skeleton
Open your Character Skeleton and copy-paste the following sockets from SK_Mannequin located in /RPG_InventoryTemplate/DemoContent/Characters/Mannequins/Meshes

B) I already have weapon sockets on my Character Skeleton
Open BP_BaseEquippable and update the Combat and Non-Combat socket names for both Main-Hand and Off-Hand weapons.
You will also need to update the socket names for shields - open each BP_EquippableShield01 & 02 blueprint and adjust the socket settings there as well.

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