Difference between revisions of "AddNewItem"

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|Create this item as a separate object reference even if an object of the same class already exists in the inventory component {{NoMention}}
 
|Create this item as a separate object reference even if an object of the same class already exists in the inventory component {{NoMention}}
 
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|Item Quality
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|[[Item Quality]]
 
|Float
 
|Float
 
|Affects many calculations regarding item stats. (please link to breakdown guide) {{NoMention}}
 
|Affects many calculations regarding item stats. (please link to breakdown guide) {{NoMention}}

Revision as of 20:03, 18 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.

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Replication Important

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Must run on server

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Should run on server

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Must run on client

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Should run on client

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Requires Multicasting

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AddNewItem - PrimalItem

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 (armor/offhand). Un-equips currently equipped equivalent.
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

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