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Adding Food and Quest Items

In Path of Titans, all quest items are also doubled up as food items. Each item has a "Quest" tag and a "Food" tag. This design decision was made to both simplify quest items and also create competition between dinosaur types, such as carnivores getting a quest to collect herbivore food items, and vice versa.

If you do not want your quest item to be eaten, you can give it a food tag that no dinosaurs can eat. For example, a pile of rocks could have a "RockPile" food tag, which will make it inedible to all dinosaur unless they somehow have a Diet ability that grants them the "RockPile" food tag.

Placing Quest/Food Items on your Map

  1. Go to Content\Blueprints\Items\Food and check out any of the base game food/quest items.
  2. Select your food/quest item and drag it into your sublevel. Make sure you place all food items into their corresponding sublevel.

food_quest_contents

Creating Quest/Food Items

If none of the base game food/quest items are what you're looking for, you can create your own.

Step 1: Create your Food/Quest Item Blueprint

  1. In your Mod folder, create a new folder called Blueprints\Items\Food
  2. Go to Content\Blueprints\Items\Food in the base game folder, right click on BP_BaseFoodItem, and select Create Child Blueprint Class
  3. Name your newly created blueprint and move it into your mod folder in Blueprints\Items\Food

Step 2: Editing your Food/Quest Item

  1. Open your newly created food/quest item and look at the Details panel.
  2. Edit the following settings from the table below.

Food Item Parameters

Set up food item parameters from the list below.

ItemDescription
Eat Anim NameThe tag of the animation that plays when a creature is eating this food item.
Food ValueHow much food this entire food item contains.
InfiniteWhether or not this food source is infinite.
Hide when EmptyHide the entire mesh when it runs out of food.
RegeneratesWhether or not it passively regenerates food.
Regeneration RateHow many seconds before it applies the Regeneration Value.
Regeneration ValueHow much food is restored.
DecaysWhether or not it passively decays, losing food.
Destroy when DecayedIf the item reaches 0 food, if it should be destroyed.
Decay RateHow many seconds before it applies the Decay Value.
Decay ValueHow much food is decayed.
Food TagUsed to determine whether a dinosaur can it it or not.
Can be Eaten by Carnivores/HerbivoresFlag whether this is exclusively eaten by Carnivores or Herbivores.
Enable Dynamic Material UpdatesIf you have a food item that needs a material update to show how much food is left, check this box ON. In your food meshes material, create a parameter called FoodValue that ranges between 0 and 1, where 0 is completely empty and 1 is full. This is useful for food like bushes or flowers which will get smaller as the dinosaur eats it. See BP_FoodItem_BerryBushCluster for an example.
Interaction Prompt DataAllows you to set custom information and image about this item. We highly suggest just copying the values from a base game food item into your custom food item.
Enable Additional Mesh HidingIf you have a quest/food item that is a number of meshes that disappear over time (instead of a material changing over time), turn this checkbox ON. For example, a pile of clams that disappear as they are eaten.
Component TagsIf you are using Additional Mesh Hiding (above) you must add extra meshes in your blueprint. Each additional mesh must have a Component tag AdditionalComp added in order to hide when the food/quest item is depleted.
Box Comp (Box Collision)Scale this box to increase/decrease the targeting hitbox. Try and make this completely surround your food/quest item.
Enable Carnivore/Herbivore/Omnivore Gameplay EffectSlot in a gameplay effect here if you want eating this item to grant some kind of buff or status effect.

Quest Item Parameters

Set up quest item parameters from the list below.

ItemDescription
Quest ItemCheck ON if this blueprint can be used as a quest item.
Quest TagThe tag used for this quest item.
Quest AmountThe amount of quest items this blueprint represents.
Spawn PointWhether or not player can pick up a carriable version of this food/quest item.
Item to SpawnThe food/quest item that will spawn when players "Pick Up" this food item.
Collect SoundThe sound that plays when this quest item is collected.

Step 3: (Optional) Adding Creator Mode Objects

Server hosts can use Creator Mode to place and drag/drop items on their map. If you want Creator Mode to be able to access your new Quest/Food item, you must create and assign a Creator Mode Object.

Tutorial to add Creator Mode Objects

creator_mode_objects_tutorial

Summary

By following this tutorial you have completed the following:

  • Setup base game food/quest items on your map.
  • Created your own custom food/quest item.
  • Optionally created a Creator Mode Object for your new food/quest item.
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