
Açıklama
Video : https://youtu.be/wagffQImHG0
📄 Setup Guide : https://drive.google.com/file/d/1VKR1bYj5FLby8M7BQbBeH3jua7Ct1ucd/view?usp=sharing
Quick Setup
Copy the extracted plugin folder into your project's Plugins folder.
Open the .uproject file. If a dialog asks whether to rebuild missing modules, click Yes.
In the Content Browser, open the plugin's Maps/DemoMap level.
Press Play (PIE).
Press 1 on your keyboard to open the demo container.
Reward Container System is a C++ plugin for building "mystery pick" style reward containers — a set of candidate slots where the player selects one or more, entirely defined through DataTables.
What it does
Container layout (slot count, how many can be picked at once, re-claim timing) and reward content (items, quantities, icons) are both authored in DataTables. Actually granting items and persisting claim history are delegated to interfaces, so the plugin integrates with your existing inventory and save systems instead of owning them.
How it integrates
Add URewardContainerComponent to any Actor (PlayerState, PlayerController, or Character). Implement IRewardReceiverInterface (required, C++ or Blueprint) to route granted items into your own inventory/currency system. Implement IRewardPersistenceInterface (optional) if you need claim history to persist across save files — without it, cooldown history resets on restart. The bundled demo UI looks up the component on PlayerState only — attach it there if you plan to reuse the demo widget as-is.
What's included
Core plugin logic: URewardContainerComponent (7 public functions, 3 delegates)
5 configurable re-claim policies: OneTime, Daily, Weekly, Interval (custom hours), Always (no cooldown)
Ready-to-run demo level and UI (WBP_RewardContainerDemo): pooled TileView slots, slot layout randomized on each open, reveal animation, toast notification
Setup Guide PDF (English)
Requirements
Unreal Engine 5.4–5.8, Win64.
Limitations
No weighted probability for slot rewards — each slot's reward is explicitly authored, not randomly rolled by weight
No multiplayer replication — single-player or Listen Server host only
No built-in "open" visual effect beyond the bundled demo animations — the plugin provides delegates, presentation is yours to build
No quest/achievement condition logic — the plugin only receives a trigger call once your own condition is met
The bundled demo UI and toast notification are built for a single-item result (SelectableCount = 1); a higher SelectableCount requires your own result UI





