内容来自官网ARPG文档https://docs.unrealengine.com/4.27/en-US/Resources/SampleGames/ARPG/GameplayAbilitiesinActionRPG/
Code Overview
Most Unreal Engine 4 (UE4) projects start from one of the existing templates, or as a clone of an existing sample project.
类似于RPGTypes.h这样内部定义了一些通用的数据类型和delegate,结构上更清晰,避免循环引用。
几乎所有游戏都会先定义一个继承于APlayerController的类似RPGPlayerControllerBase的类。在ARPG中,主要处理inventory.
RPGCharacterBase.h:蓝图Character继承自的地方。
RPGGameInstanceBase.h: 适合存放global gameplay data.
RPGBlueprintLibrary.h: Exposes game-specific Blueprint functions that are not tied to a specific Actor, almost every game will need one or more of these.与具体的Actor联系不紧密的蓝图可调用函数。
RPGSaveGame.h:用于存档
RPGAssetManager.h:Subclass of the AssetManager that is used in the inventory system.
RPGInventoryInterface.h: Native interface enabling RPGCharacterBase to query RPGPlayerControllerBase about inventory without doing manual casts.
Cast在UE中似乎是一个很费的操作。
Items/RPGItem.h and Subclasses: Different inventory item types.
Abilities/RPGAbilitySystemComponent and Others: Used in the ability system as described in Gameplay Abilities in ARPG.
ActionRPGLoadingScreen Module&#x