AddNewItem
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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.
Related Articles
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 + |
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 + |
Item Quality | Float | Affects many calculations regarding item stats. (please link to breakdown guide) + |
Force No Blueprint | Bool | Prevent spawning as a blueprint if the item has an inherent chance to do so + |
Quantity Override | Integer | Create this item as a 'stack' of this value + |
Force Blueprint | Bool | Gaurantees that this item will be created as a blueprint if it has an inherent chance not to + |
Outputs | ||
---|---|---|
Pin | Reference Type | Description |
Return Value | PrimalItem | Primal item reference for the newly created item |
Legend
+ Needs Further Clarification, could be incorrect, author made a guess