Blueprint Nodes
This plugin has some very useful Blueprint Nodes, let's see how each one works.
Last updated
This plugin has some very useful Blueprint Nodes, let's see how each one works.
Last updated
In this category we have a total of 8 functions, let's see each one.
Add Item to Inv
Attempts to add an item to the inventory.
Object: The Object that will be used to call Interface events and that will be DIRECTLY linked to the Item.
Item Info: The Item Information structure you want to add.
Can Add to Existent: If true, it will try to add the item to an existing one with the same ID (I recommend leaving it disabled, used in specific cases)
Return: Returns true if the item was added successfully.
Add Items to Inv
Adds multiple items to the inventory at once.
The input is a map where each Object is mapped to its corresponding Item Info.
Return: Returns true if you add at least one item to the inventory.
End Use Item
Stops using an item based on its Item Info structure.
Ending its usage like the Object-based function.
Return: Returns true if you successfully stopped using the item.
End Use Item by Object
Stops using an item referenced by a Object pointer.
Ends the usage of the item (e.g., finishing drinking a potion).
Return: Returns true if you successfully stopped using the item.
Remove Item from Inv
Removes an item from the inventory by using its Item Info structure.
Similar to the Object-based removal, but based on Item Info.
Remove All Items: If enabled, it will remove the object from the inventory instead of reducing its quantity.
Drop: Warns you if you are dropping the item or forcibly removing it.
Return: Returns true if you successfully removed the item.
Remove Item from Inv by Object
Removes an item from the inventory by its Object reference.
Remove All Items: If enabled, it will remove the object from the inventory instead of reducing its quantity.
Drop: Warns you if you are dropping the item or forcibly removing it.
Return: Returns true if you successfully removed the item.
Start Use Item by Object
Starts using an item referenced by a Object pointer.
Executes any custom logic related to item usage (e.g., consuming a health potion).
Return: Returns true if you used the item successfully.
Start Use Item
Starts using an item based on its Item Info structure.
Like the previous method, but uses item info instead of a direct object reference.
Return: Returns true if you used the item successfully.
In this subcategory we have a total of 9 functions, let's delve deeper into each of them.
Can Add Item
Determines if an item can be added to the inventory.
Considers constraints like inventory size and weight limits.
Get Item by ID
Searches the inventory for an item matching a specific Item ID and returns its Object and corresponding Item Info if found.
Get Item Info by Object
Retrieves the Item Info structure associated with a specific Object, providing details such as quantity and weight of the item.
Get Item Quantity by ID
Returns the exact number of items that the player has in the inventory, searches for the ID of a single item
Get Items
Retrieves the entire inventory map containing all items.
Get Items Filtered
It looks like GetItems, but organizes items with the same ID making them one.
Get Object by Item Info
Finds and returns the Object associated with a given Item Info.
Useful for reverse lookups when only item info is available.
Get Total Weight
Calculates and returns the total weight of all items currently stored in the inventory.
Player Has Item
Checks if the player has any item in their inventory that matches a specific ItemID.