Cowzy Friday: Toolbar UI & Villager Builidng
- Wesley Chartrand
- Mar 7
- 1 min read
Welcome back to another Cowzy Friday update! 🐄🐄
This week I'll be discussing:
Toolbar UI updates
More Interface implementation
Getting villagers building
Toolbar activation
When players press the associated button, the icon on the toolbar now activates!
We got this working by:
Added the select/deselect options to our toolbar struct and then implement those in the datatable.
Created functions to select and deselect buttons.
Deselect buttons loops through all buttons and sets all to the Icon texture
Select buttons uses an input enum and selects our specific buttons


Getting Townsfolk working
Our second major accomplishment was implementing our jobs as an Interface and using that to implement our work logic and townsfolk can actually build their buildings!! Let's dig into this.
As mentioned, we now have a IJob interface. Currently it has one function called ExecuteJob
Our current jobs are Building, Mining, and Lumberjack
Our Job Datatable has a IJob class
Our Townsfolk BP have a IJob variable
When we assigned a job to a villager, we create a Job object and then assign it to the variable.
NOTE: Because the created Job is an object, this means Unreal's garbage collection will clean it up when the Job object is no longer referenced!!

What's next!?
Next week I'll be focusing more on fleshing out the building logic and perhaps making it so the house doesn't eat the villager! 🐄🐄
Thanks for reading and hope to catch you next week!!
Comentários