Advanced: FItem Struct - Theuntextured/AsyncConveyorPlugin GitHub Wiki
This page is about how you can add data to items.
It is very simple, however you will have to rebuild the plugin from source.
Since v2.0, the way custom item data is handled has changed.
Now, all custom data is stored in a struct in ConveyorItemData.h.
In this file, you will find a struct as follows:
USTRUCT(BlueprintType)
struct CONVEYORSYSTEMPLUGIN_API FConveyorItemData {
GENERATED_BODY()
public:
//add any data you want in here. Remember to use UPROPERTY(SaveGame) for each property.
};
As the comment says, simply add any property and add the SaveGame specifier. For example, to add a "Durability" property, which would be a double-precision floating point, we can do as such (also making us able to access it from blueprint, so using "BlueprintReadWrite"):
USTRUCT(BlueprintType)
struct CONVEYORSYSTEMPLUGIN_API FConveyorItemData {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, SaveGame /*Add any other property specifier*/)
double Durability = 0;
};
Then just compile from IDE and you're done! You can access this struct from the FItem struct using ExtractItemAtLocation or GetItemAtLocation. (Or using the "Make Item" node)