Custom Items Guide¶
This guide will show you how you can add your own items with the use of data tables and blueprints.
Prerequisites¶
Item Data Table¶
-
Navigate to
Content/Data/Dlc
(or any subdirectory ofData/Dlc
of your choosing, you can even create new directories) and right click to create a new data table asset. -
Select "Item Data” as the Row Structure.
-
Now rename the data table asset to "ItemDB".
-
Click on “Add” to add a new row to the data table.
-
Double click on the row name to change it to a custom item ID. It can be anything, but make sure to try and use a unique name, so no two items or mods overlap. Some ingame item IDs are:
Item_Camper_Flashlight (Uncommon Flashlight) Item_Camper_MedKit (Common Med-Kit) Item_Camper_Toolbox (Common Toolbox)
-
Start filling out the fields under the "Item Data" category.
Property Value Item Mesh
The skeletal mesh for the item in the lobby. Hand Position
How the item is held in the lobby. Role
Camper Rarity
The rarity of the item in game. Inventory
True Chest
Spawns this item in chests. (Optional) Availability
Available DLCId
0 Cloud Inventory Id
-1 Community Id
0 Bloodweb
Spawns this item in the Bloodweb. (Optional). Can Keep in Loadout
True Item Type
The item type. -
Fill out the fields under the "Base Item Data" category.
Property Value ID
Item ID. Should be the same as the row name. Type
Item Display Name
The name of the item in game. Description
The description of the item in game. Icon File Path List
Add a new array entry and in that the path to the icon for your item (.png)
Eg. “UI/Icons/Items/iconItems_flashlight.png”Item Blueprint
Your item's blueprint. (You haven't created this yet)
Item Blueprint¶
-
Navigate to
Content/Blueprints/GameplayElements/Item/Common
. Right click and create aBlueprint Class
and set the class toBaseCamperCollectable
.Create a dummy blueprint for each of the following. Make sure they have the exact same names.
(Make sure you don't replace these blueprints when cooking)
-
Right click on the item blueprint which is the same type of item as the one you are creating and select
Create Child Blueprint Class
.Give the child blueprint a name you can remember.
-
Double-click on the child blueprint and navigate to the
Details
tab. -
Start filling out the fields under the "Collectable" category.
You will only need to change a few properties since your item is using the properties from the blueprint you parented it to.
Property Value Item ID
The same ID you set in your item data table. -
Go back to your item data table and set the
Item Blueprint
. - Save all and select
File
→Cook Content for Windows
.
Item Modifiers¶
This part will provide some information on how to set modifier values for your item using the event graph.
By using the Set Base Item Modifier
and Set Modifier Value
nodes, you can set different modifier values for your item.
The example below shows the node graph you can use to modify the amount of charges your item will have in game.