Very on and off across like 6 hours, maybe actually only 3.5 in total but idk
WANTED to combine the fixed pick-up function and basic UI with array logic for holding actors in specific inv slots and showing them in the UI with paint 3D icons I made while playing dnd.
Made the icons, pleasantly happy with them even with the hindsight of scope creep banging me head against something completely different for the rest of the night.
Before making any other item BPs, figure I should make a basic item BP template - ez
Decide to make a new item off duped off it, to test everything working. Decide the most basic option is rock.
Ez rock texture spheres, basically works. Dumb me decides I should now jump into making it an object with physics collisions and give it the primary "use" function of throwing it. Rest of the night is wrestling with code that supports repeat said physics, picking up, and throwing. In the end only really throwing kind of works. The physics and pick-up is very buggy at the moment and I need to sleep.
Id love throwing for AI distraction or combat but its more than I can chew for now when I originally intended to just get the Inv to work
Oh yeah also while clicking through a "throw rock" tutorial, I stole super simple random enemy AI pathfinding (something I should actually be focusing on for a gameplay vertical slice and dammit I know that).
Action items should be, allow myself to have the pick up, store, and take out basic Inv system, ACTUALLY give enemies set spline path walking, look for player, and follow player pathfinding behaviors (plus a way to damage/fail state player), then finally actually start building and dressing a blockout level. (Fingers crossed I jump to the latter before getting stuck on all that AI....)
UE5 First person dishonored-like stealth navigation and combat.
Round out basic mechanics and systems to then build a robust and polished level design to play around it.