PrimalItem {{ currentPage ? currentPage.title : "" }}

Item:PrimalItem

  • Each item has a separate UID

  • The item has some basic attributes and a variable attribute array (used to store current durability and other attributes)

  • The item has a blueprint attribute, with a maximum number of blueprint stacks of 1, which can be used to create items. You can add customizable attributes to any item

Variable

Explain

OwnerInventory

Parent Inventory System Component

ItemClass

UPrimalItemBasic for storing fixed information of items

MutableAttributes

Variable attribute array fixed information

ItemUID

Item UID, each item has a separate UID

Quantity

Quantity

bIsBlueprint

Is a Blueprint(Craft)

InSite

The current location of the item (backpack, equipment bar, shortcut bar, blueprint, all items discarded on the ground)

CustomItemID

reserve

SlotIndex

Item slot sequence, for example, if there are two weapon slots, the first one is 0 and the second one is 1

Function

Explain

GetItemBuildInfo

Obtain item creation information for item network replication, including attribute serialization code, including the current item's attributes (variable) and corresponding item foundation

DoesImplementAttribute(TSubclassOf<UItemAttribute> AttributeClass)

Whether to implement fixed attributes

GetAttribute(TSubclassOf<UItemAttribute> AttributeClass)

Obtain fixed attributes of the item

GetAttributeByType(EItemAttributeType AttributeType)

Use type to obtain fixed attributes of an item

GetMutableAttribute(TSubclassOf<UItemMutableAttribute> MutableAttributeClass)

Obtain item variable attributes

GetBasic

Get Item Basic(ItemClass)

EqualItemClass(UPrimalItem* Item)

Is it the same as another item

GetCanStackable

Can it be stacked

GetSpaceCount

Obtain the remaining number of stacks

IsFull

Is the stack full

IsBreak

Is the item breaked

IsEquipped

Is the item equipped, not a shortcut bar

GetRarity

Obtain item rarity

GetItemName

Obtain item name

GetDescription

Obtain item description

GetImage

Obtain item icon

GetMaxQuantity

Obtain the maximum number of items

GetQuantity

Obtain the current number of items

GetWeight

Obtain the weight of a single item

GetItemType

Obtain item type

GetDurability

Obtain item durability

GetMaxDurability

Obtain the maximum durability of the item

GetBreakPercentage

Obtain the damage level of the item (0. f to 1. f), and return 0. f at full durability

GetRepairResource(CraftAttribute)

Obtain materials required for repairing items

GetEnhanceResource(EnhanceAttribute)

Obtain the materials required for reinforcement

GetCraftResource(CraftAttribute)

Obtain the materials required for reinforcement, obtain the materials required for production, and do not need to determine whether it is a blueprint

GetStarRating

Obtain item star rating

GetDecayTimeText

Get corrupt time text format: "hour: minute: second"

GetStat(EAbilityStatType StatType, bool IncludeEnhance)

Obtain item attributes

IncludeEnhance contains strengthened attributes, while false returns the basic attributes of the item

GetEnhanceStat(EAbilityStatType StatType)

Obtain enhancement attributes and separately obtain the increased value of enhancement

GetEnhanceStats

Obtain all enhancement attribute values

GetStats(bool IncludeEnhance)

Obtain all item values

QueryFunction

CanRemove

Can it be removed and used when discarded

CanDecay

Can Decay

CanCraft

Can Craft,check craft table

AllowRepair

Allow repair,check craft table and CanRepair

CanRepair

Can repair,Items with repair attributes return true

AllowEnhance

Allow reinforcement, determine if the production platform and current star rating are the maximum and allow active reinforcement

CanEnhance

Can it be strengthened? Determine if it has strengthening attributes and if the star level is full

CanUse

Allow to use, determine if it has usage attributes and uses CD

GetUseColdDown

Obtain the cooldown time for use. Currently, items that can be used return 0

CanEquipToQuick

Can equip it to the quick bar

CanEquip

Can equip it to the equipment bar

CanTransferToRemoteInventory(UUltimateInventoryComponent* Inventory)

Can I transfer to another inventory system and use the right-click menu

RemoveItemFromInventory

Remove from inventory system,This function does not perform client notifications

If you need to remove the item, please use inventory components and control components to remove it

GetAmmoQuantity(LauncherWeapon Variable attributes)

Obtain the quantity of ammunition

GetAmmoClass(LauncherWeapon Variable attributes)

Obtain Ammunition Type

Modify

ModifyDurability(float Value)

Modify durability, deduct 1 point of durability and fill in -1. f for Value

ApplyEnhance(int32 AppointIndex)

Enhance items, this function does not consume materials or restrict users. Server specific function, with an AppointIndex of -1, is a random strengthening function

  • FMutableAttributeCache The structure is a cache structure that synchronizes variable attributes, which implements serialization of variable attributes

  • FItemBuildInfo Structure creates information for items, used to add items or network replication

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