Shutdown Protocol Dev log – Day 5

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Dev log – Day 5

Summary

Today was focused on pushing core gameplay systems forward: expanding the inventory system with query + unique-item handling, building a working pickup flow, and adding “use item” logic so doors can require (and optionally consume) a key item. On the UI side, I implemented a basic HUD notification widget to replace print strings for look-at and pickup feedback. Finally, I created a place-item “podium” trigger that lets the player place an inventory item into the world (starting with a Fuse use-case), with LookAt feedback that changes based on whether the required item is currently in the inventory.


What I Worked on Today

Inventory System

Intent

Implement and validate an inventory query function that checks if a given item exists and returns the in-stock quantity.

Accomplished


Build Item Pickup system

Intent

Implement a pickup flow that adds items to the inventory (with unique-item rules) and optionally destroys the pickup actor after a successful add.

Accomplished


Add using item functions

Intent

Enable interactables (e.g., doors) to require an inventory item to unlock/open, with optional key consumption.

Accomplished

Implementation Notes


Modify BP_Door

Intent

Show appropriate LookAt text when the player looks at a locked door.

Accomplished


Add category feature to the inventory system

Intent

Add an item category field so inventory items can be grouped/handled by type.

Accomplished

Implementation Notes


Implementing Basic HUD system

Intent

Display interaction/look-at feedback and inventory pickup notifications through a basic on-screen HUD widget.

Accomplished


Add place item trigger function

Intent

Enable placing a specific inventory item onto a world “podium” trigger (e.g. a fuse) so it can drive puzzle/door logic.

Accomplished

Implementation Notes


Technical Notes


Challenges & Lessons Learned


Next Steps