Initial npc schedule implementation

This commit is contained in:
2026-09-19 13:53:28 +02:00
parent 62c8e8e292
commit ff35738d78
23 changed files with 1026 additions and 57 deletions

View File

@@ -197,6 +197,9 @@ ItemSeedCarouselClass=None
RemovableStaticMeshClass=/Script/Engine.BlueprintGeneratedClass'/Game/Prefabs/BP_RemovableStaticMeshActor.BP_RemovableStaticMeshActor_C'
MovementDisableEffectClass=/Script/Engine.BlueprintGeneratedClass'/Game/Blueprints/GameEffects/GSE_MovementDisabled.GSE_MovementDisabled_C'
SpriteShadowMaterial=/Game/Materials/Sprite/MI_SpriteShadow_Inst.MI_SpriteShadow_Inst
; NpcSchedules maps an NpcTags.* gameplay tag onto the schedule asset that drives every NPC carrying
; it. Deliberately left empty until the assets are authored, the Project Settings page writes it.
; +NpcSchedules=((TagName="NpcTags.Example"), "/Game/GameData/Npc/NpcSchedules/DA_NpcSchedule_Example.DA_NpcSchedule_Example")
[/Script/InteractionSystem.InteractionSettings]
DefaultInteractionWidgetClass=/Script/UMG.WidgetBlueprintGeneratedClass'/Game/UI/InteractionUI/WBP_Eleri_Interaction.WBP_Eleri_Interaction_C'

View File

@@ -44,6 +44,7 @@ NetIndexFirstBitSegment=16
+GameplayTagList=(Tag="Items.Crystals.Fire",DevComment="")
+GameplayTagList=(Tag="Items.Crystals.Water",DevComment="")
+GameplayTagList=(Tag="Items.Gold",DevComment="")
+GameplayTagList=(Tag="NpcTags",DevComment="Identity of a scheduled NPC. Every NPC carrying the same tag is driven by the same schedule asset in NpcSchedules.")
+GameplayTagList=(Tag="SaveGameTags",DevComment="")
+GameplayTagList=(Tag="SaveGameTags.Alchemy.TableLevel",DevComment="")
+GameplayTagList=(Tag="SaveGameTags.Bazar.Table.InventorySpace",DevComment="")