LOOT GEN & INVENTORY
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Getting started - OPENING THE PROJECT
If you are using FPS Animation Blueprint as the base for your new project, you can skip ahead to Items Explained. This will be the easiest way to get started, however if you are migrating this asset’s files into an existing project, there are a few steps you will need to follow.
Migrating to your Project
Migrating Loot Gen & Inventory
Open a copy of Loot Gen & Inventory from your Vault in the same Engine Version you are migrating to or newer. Right click the LootGen_Inventory folder and select “Migrate…”. Click OK and select the Content folder inside the project you are migrating to. Wait for the migration to complete, then you can close this copy of Loot Gen & Inventory.
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PROJECT SETTINGS
There are two things that need to be configured in Project Settings before you can begin using Loot Gen & Inventory in a new project. Gameplay Tags and the Data Registry.
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To get started, open Project Settings and open Project > Gameplay Tags. Add 3 entries to Gameplay Tag Table List, and select DT_GameplayTags_ItemStates, DT_GameplayTags_ItemActions, and DT_GameplayTags_ItemPickups.
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These tags are required for many functions in the asset to work
Next, go to Game > Asset Manager. You'll need to add 3 entries to Primary Asset Types to Scan. For each of these, you'll have to set the Primary Asset Type, Asset Base Class, Has Blueprint Classes, and add an entry to Directories. Default directories are included below, however the best way to ensure you get this right is to click the 3 dots next to the text box to navigate to the correct folder.
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Primary Asset Type: LootPools
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Asset Base Class: PDA_LGI_LootPool_Base
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Has Blueprint Classes: True
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Directories[1]: /Game/LootGen_Inventory/Blueprints/DataAssets/LootPools
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Primary Asset Type: Items
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Asset Base Class: PDA_ID_ItemBase
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Has Blueprint Classes: True
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Directories[1]: /Game/LootGen_Inventory/Blueprints/DataAssets/ItemDefinitions
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Primary Asset Type: GameplayEffects
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Asset Base Class: PDA_LGI_Effect_Base
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Has Blueprint Classes: True
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Directories[1]: /Game/LootGen_Inventory/Blueprints/DataAssets/GameplayEffects
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You will now be able to play in the demo level and get started with using the asset.