Example Project
Important This documentation only covers the new example project. The old example project does not have any documentation
The example project can be downloaded from the marketplace linked at the top of the site. This document will cover how the example project works and how best to utilize it.
First, I never recommend people build ON TOP of any example projects from any asset, including
IFP
. You should always create a fresh project and use the example project as either inspiration, or get access to the Github repo and start forking the example projects.The example project does not contain anything by itself. It is rather a host for 1 plugin (
IFP_CommonAssets
) which hosts common assets and classes, and then all example projects are their own plugins utilizing this plugin. This way, it is extremely simple for people to get going with a basic example with simple integration into YOUR project, while having Github submodule support.
If you install any of the example plugins, remember to: 1. Update your asset manager to include their Items
folder inside the Directories
array. If you are using IFP
's crafting system, you will also want to include the Crafting -> Recipes
folder. 2. Go into your project settings -> GameplayTags and add the plugins tag table into the Gameplay Tag Table List
.
Scope
The scope of example projects are very small, for a few reasons:
I do not have infinite time on my hands. I'd rather improve the base plugin rather than spend too much time on the examples.
To keep them as simple as possible with as few classes as possible. You are already diving into a pretty large framework, I do not want to create example projects that may be too complicated for some.
With point 2 in mind, replication is NOT kept in mind for the example projects in some cases, for example playing a montage and ensuring its playing on all clients.
IFP
is already replicated and it already automatically handles the majority of replication for you and many projects built withIFP
are being built with replication in mind, but not everyone is making a multiplayer game. So I would just be making more complicated code and taking up more of my time to test things that should be replaced with your systems or customized to fit your project anyways. This trade-off is necessary for allowing me to continue creating example projects, developingIFP
and still work on my personal projects and game.Extremely few assets, such as models, textures and so forth. These projects are meant to be as small as possible in not just assets, but also disk size.
Project structures
Each example project is built with a dependency on IFP_CommonAssets
, so no matter what project you pick, that plugin also has to be installed. This section covers how each project is structured and handled.
Hierarchy between classes is kept to a minimum and the character blueprint only handles the bare minimum, such as adding the HUD and handling common inputs. Rather, much of the code is handled through actor components, which allows you to quickly get started and you do not have to worry about hierarchy-hell. Most components have a comment box at the top of the event graph explaining their purpose. If you wish to use any of these components in your project, I suggest making a child of each so any updates won't override your changes.
AC_QuickStartHelper_IFP - Handles common delegates and inputs based around inventories, such as adding the inventory to the screen and starting the inventory component. This is simply to quickly get you started to make sure
IFP
is working correctly in your project or act as a wrapper to contain all code based aroundIFP
without modifying your character blueprint.AC_BasicInteraction_IFP - Enables the basic interaction system that comes with IFP (This system is designed to be replaced, which this documentation covers)
AC_QuickLootHelper_IFP - Handles the quick loot example system.
BP_AC_EquipmentHelper - Handles
IFP
's default equipment system, which can be modified or completely replaced.BP_AC_Interactable - Enables the actor to be treated as an interactable. Such as a chest or a vendor.
Each plugin gets its own gameplay tags table.
You do not need to install any of the example projects to get these helper components. You can simply install the IFP_CommonAssets
plugin into your project and you'll then have all the assets from the showcase. The only thing you'd need to update is your mapping context or the input action events the helper components use.
Examples
Showcase: This example is simply trying to fit in all features of
IFP
into one showcase.RPG: Example of a traditional inventory, with a quick slot system and a upgrade station.
Github repository access
Github access is not required to get the example project. The example project can be downloaded from the product page.
To access the plugins repository and the associated example plugins plugins, you will need to verify your purchase by forwarding your Epic Games receipt to my email (Varianprofessional@gmail.com) with your Github username or send me a message with the order ID.
Old example project differences
The primary way that the old example project and the new one are different is how the player character is setup. Both in my personal project and in IFP
, I am trying to de-bloat the player character as much as possible. All the components listed above contain the vast majority of the logic that used to be in the player character.
Last updated