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Building an RPG with Unreal 4.x by Alan R. Stagner, Steve Santello

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Revisiting the equipment screen

You may notice that if we stick to this Event Graph, we will merely be using each weapon instead of equipping it because of the Remove from Parent function. We will come back to edit this Event Graph later on in the chapter to properly set the button to equip rather than use.

We will now populate the equipment screen. As mentioned earlier in this chapter, you can choose how you want to populate the equipment screen. For simplicity of this example, we will just populate the equipment screen as we did with the shop. So, we will navigate back to the Pause_Equipment Widget Blueprint's Event Graph, and use the same logic that we implemented to populate the shop screen; only this time set the Get Data Table Row Names

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