RPG Core APIs Sample

This sample demonstrates how to implement core RPG mechanics using Unreal Engine 4's C# APIs. We'll cover character stats, inventory management, and basic combat logic.

Character Stats Component

Create a component to manage character attributes like Health, Mana, Strength, etc.

using UnrealEngine.Core.Components; using System; namespace MyGame.Components { public class CharacterStatsComponent : ActorComponent { // Base stats public int MaxHealth { get; private set; } = 100; public int CurrentHealth { get; private set; } = 100; public int MaxMana { get; private set; } = 50; public int CurrentMana { get; private set; } = 50; public int Strength { get; private set; } = 10; // Events for health/mana changes public event Action<int, int> HealthChanged; public event Action<int, int> ManaChanged; public void TakeDamage(int damageAmount) { CurrentHealth -= damageAmount; CurrentHealth = Mathf.Clamp(CurrentHealth, 0, MaxHealth); HealthChanged?.Invoke(CurrentHealth, MaxHealth); if (CurrentHealth == 0) { // Handle death logic } } public void UseMana(int manaCost) { if (CurrentMana >= manaCost) { CurrentMana -= manaCost; ManaChanged?.Invoke(CurrentMana, MaxMana); } } // Add methods for restoring health/mana, leveling up, etc. } }

Inventory System

Implement a basic inventory using a list or dictionary to store items.

using System.Collections.Generic; namespace MyGame.Inventory { public class Item { public string Name{ get; } public string Description{ get; } // Add item properties like type, effects, stack size } public class InventoryManager { private List<Item> items = new List<Item>(); public void AddItem(Item itemToAdd) { items.Add(itemToAdd); // Trigger UI update event } public bool RemoveItem(Item itemToRemove) { bool removed = items.Remove(itemToRemove); // Trigger UI update event return removed; } public IReadOnlyList<Item> GetItems() { return items.AsReadOnly(); } // Add methods for using items, equipping items, etc. } }

Combat System

A simplified combat logic where characters attack each other, applying damage based on stats.

using UnrealEngine.Core; using MyGame.Components; using System; namespace MyGame.Combat { public static class CombatSystem { // Simple damage calculation public static int CalculateDamage(CharacterStatsComponent attackerStats, CharacterStatsComponent defenderStats) { int baseDamage = attackerStats.Strength * 2; // Add modifiers from weapons, skills, etc. return baseDamage; } public static void PerformAttack(Actor attacker, Actor target) { CharacterStatsComponent attackerStats = attacker.GetComponentOfType<CharacterStatsComponent>(); CharacterStatsComponent targetStats = target.GetComponentOfType<CharacterStatsComponent>(); if (attackerStats != null && targetStats != null) { int damage = CalculateDamage(attackerStats, targetStats); targetStats.TakeDamage(damage); // Play attack animation, sound effects, etc. Log.Info($"{attacker.Name} attacked {target.Name} for {damage} damage."); } } } }

Integration with Game World

These components and systems would be attached to Actors in your Unreal Engine game world. For example, a Player Character Actor might have a CharacterStatsComponent and an InventoryManager.