Difference between revisions of "AddNewItem"
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Revision as of 19:47, 15 May 2016
This article or chapter is incomplete and its contents need further attention. Some information may be missing or may be wrong, spelling and grammar may have to be improved, use your judgment!
Look for (Confirmation Needed) areas on this page, and help out where you can.
How to Use
Add a new item to an inventory component, by class.
Note: If working within a Primal Inventory BP, you will have to un-check the 'Context Sensitive' option in order to see this node.
Details
Inputs | ||
---|---|---|
Pin | Reference Type | Description |
Item Archetype | Class | Select the class of the new item to be created |
Give to Inventory | PrimalInventory | PrimalInventory reference. |
Equip Item | Bool | Automatically equip the newly created item (Confirmation Needed) |
Don't Stack | Bool | Create this item as a separate object reference even if an object of the same class already exists in the inventory component (Confirmation Needed) |
Item Quality | Float | Affects many calculations regarding item stats. (please link to breakdown guide) (Confirmation Needed) |
Force No Blueprint | Bool | Prevent spawning as a blueprint if the item has an inherent chance to do so (Confirmation Needed) |
Quantity Override | Integer | Create this item as a 'stack' of this value (Confirmation Needed) |
Force Blueprint | Bool | Gaurantees that this item will be created as a blueprint if it has an inherent chance not to (Confirmation Needed) |
Outputs | ||
---|---|---|
Pin | Reference Type | Description |
Return Value | PrimalItem | Primal item reference for the newly created item |