JCItemData

Jc Item Data
Jc item data for all purposes represents an individual item.

Item Name:
The items name that will be displayed on the JcInventory

Size X:
The width (From 0, so a 1x1 item will have a size x of 0)

Size Y:
The height (From 0, so a 2x2 item will have a size y of 1)

Icon:
A texture 2D of the image icon to display in UMG

Sloy Type:
A Enum representing what kind of use the item has in the equpt window. For example, hemlmet or a primary weapon.

Max Stack Count:
'''The amount of items that can fit into one slot. '''

Consumable:
If the item is removed on use.

Item Description:
a Extended decription of the item.

Pick up Class:
This should be set to the items BP class. It is the item that is spawned when dropped into the world.

Craft with:
Read more at Simple Craft System

Attributes:
Read More at Attributes

The attributes is a struct that holds things that define the item in a game logic sense.

For example, the value in gold it is worth, or the weight of the item. Anything additional to the core Item data struct could go here. If you wish to extend the system extend it by adding varibles to the Attributes struct.

For example, if you wanted to add +strength when you equipped the item you could add a int varible to the attributes struct called strength.

Attributes are unique in the system because they are persistent. If you throw and item into the world with unique attributes, when its picked up they will be remembered.

This is useful for a Diablo style loot system where you could have one base class dagger, but each separate dagger would have different attributes making it unique.