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DevLog Life of Alex - Inventory, Interaction, Pick-up, Use and Drop Systems

Today I want to give you a first look at one of the systems I’ve been working on for my game: the inventory system. The game is still very early in development, so everything you’re about to see is a work in progress and will continue to change as the project grows. For this showcase, I’ll walk you through how the inventory currently works, from picking up and storing items to selecting them,…

This devlog highlights the Flashlight, Lantern, and Battery Systems that have been developed for a game in Unreal Engine 5 utilizing Blueprints. Both light sources are seamlessly integrated into the inventory system and can be equipped, used, dropped, and swapped as needed. Each flashlight and lantern has its own distinct battery level, which is displayed on the UI to show the remaining charge of the currently equipped light source.

The system also manages the switching between the flashlight and lantern, ensuring that the previous light is properly shut down, its battery drain ceases, and control is transferred to the newly equipped device. The systems showcased in this devlog include the Flashlight system, Lantern system, Battery consumption, Independent battery levels, Battery UI and status display, Inventory integration, Flashlight to Lantern swapping, Equip and unequip logic, Light activation and deactivation, and Battery drain timers.

This is part of an ongoing development process for the game, where gameplay systems are being built step by step in Unreal Engine. More development updates and system showcases are anticipated to be shared in the near future.

Written by urgent.news from Dev.to's reporting — not their text. Machine-written — may contain errors; check the original before relying on it.

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