Server-authoritative, data-driven item/inventory/interaction/carry/equipment/ world-slot/placement/crafting framework. 8 modules, compiles against UE 5.7. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
35 lines
847 B
C++
35 lines
847 B
C++
// Copyright ExByte Studios. Item Interaction Ecosystem.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/SaveGame.h"
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#include "ItemInstanceData.h"
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#include "InventoryContainer.h"
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#include "ItemSaveGame.generated.h"
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/** Saved snapshot of one inventory (section 26). Only ids/state are kept. */
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USTRUCT(BlueprintType)
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struct ITEMINVENTORY_API FInventorySaveData
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{
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GENERATED_BODY()
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UPROPERTY(SaveGame)
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TArray<FItemInstanceData> Items;
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UPROPERTY(SaveGame)
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TArray<FInventoryContainer> Containers;
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};
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/** SaveGame object holding any number of named inventory snapshots. */
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UCLASS()
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class ITEMINVENTORY_API UItemSaveGame : public USaveGame
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{
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GENERATED_BODY()
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public:
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/** Keyed by a stable inventory id chosen by the game (e.g. "Player0", a chest guid). */
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UPROPERTY(SaveGame)
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TMap<FName, FInventorySaveData> Inventories;
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};
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