FEATURES
Add simple new items
Drag & Drop Items
Multiplayer Replication
Crafting System
Vendor System
Storage System
Icon Creator
Equipment System
Pick up items
Interaction System (easy to make everything interactable)
FEATURES
Add simple new items
Drag & Drop Items
Multiplayer Replication
Crafting System
Vendor System
Storage System
Icon Creator
Equipment System
Pick up items
Interaction System (easy to make everything interactable)
Inventory Component Setup 1.0
This video contains a complete setup tutorial for all versions up to 1.1. You will learn how to set up the component, create an item, and use the various variables that are available to you. If the video is too fast for you, everything is explained step by step in the accompanying documentation.
All you need to do to use the Inventory Component is add it to your player as a component. Search for BP_InventoryComponent and click on it. Then you're done with the general setup.
Enable Enhanced Input, Common UI, Gameplay Abilities Plugin
To use the plugin without any problems, you need to do a few more things. Go to the plugins folder and activate Enhanced Input (activated by default), Common UI and Gameplay Abilities Plugin. A button labeled Restart Engine will appear in the corner. Press this button to confirm all changes.
Enable Enhanced Input Support
In your project settings, go to the Common Input Settings tab in the Game Category. There, activate “Enable Enhanced Input Support” so that the system recognizes the Enhanced Input Actions in the UI and can reproduce them as button presses.
Common Game Viewport Client
Now go to Project Settings and select the General Settings tab in the Engine Category. There, select “Common Game Viewport Client” under Game Viewport Client Class. This allows you to see the Input Action UI on the Inventory Widget.
Controller Data
Now go to Project Settings and select the Common Input Settings tab in the Game Category. Open the Windows tab, then the Default tab, and click on the plus sign next to Controller Data. Select “BP_KeyboardData.” This will assign a specific texture to each keyboard key for the input display. This completes the Common UI Setup.
1.New Item Blueprint
To create a new item, right-click on the Content Browser, go to “Blueprint Class”, search for C_InventoryItemInfo, select it, and rename it after your new item to make it easier to find again. (e.g., “Apple”)
2.Fill in relevant information
Open the data asset and fill in all the variables you need for your game. There are variables that must be filled in for the plugin to work, such as Name, Class, Thumbnail, or Static Mesh, but there are also some that you can leave out if you don't need them, such as Pickup Sound or Weight.
3.Create Item Blueprint
Right-click on the Content Browser and click on “Blueprint Class.” Then search for ‘BP_InventoryItem’ in All Classes and create one for your item. It is best to name it “BP_” followed by the item name.
4.Item Blueprint Data
Open the blueprint, go to Class Defaults at the top, search for the Inventory Data variables on the panel, and search for your data asset under Item. Under Quantity, you can change the number of items this item should contain.
5.Interaction Item
Now click on the cube with the plus sign in the editor and search for “BP_InteractionItem” under “All.” Select it and place it in your world where the player can later collect the item.
6.Interaction Item Data
Now click on your interaction item and search for the inventory item data in the details panel. Fill in the data asset with the item that should appear there. Then you can start the game and collect the item and use it in your inventory.
Open BP_IconGenerator
To create an icon, search for the blueprint “BP_IconGenerator.” You can find it under Plugins -> UE5_InventorySystemContent -> Blueprints. Open the blueprint.
Change Static Mesh
Click on the Static Mesh and select your own mesh for which you want to create an icon. You need to rotate it so that it looks best as an icon. In the background, you can see what the icon will look like on the plate.
Create Icon Texture
Go to “RT_IconGenerator” in the Render Targets folder, right-click and press “Create Static Texture.” This will create a texture for your icon. Then click on the texture and change the Texture Group to “UI,” Min Alpha to 1 so that the mesh is visible, and Max Alpha to 0 so that the background is transparent. You have now created your own icon for your item, and it is ready to use.
Create New Inventory Widget
Right-click in your content browser, press Widget Blueprint under User Interface, search for “WB_Inventory” and select it as the parent. This will give your inventory all the basic functions and make it compatible with the system. However, it will still be empty and you can add anything you want to it.
Inventory Widget Creation
Select all the items you need for your Inventory Widget. Inventory Containers (RECOMMENDED), Item Showcase, Inventory Slots for Equipment Slots, and DropSlot are already available.
Inventory Container Infos
Open the parent widget of WB_InventoryContainer, such as WB_Inventory or WB_Storage. Select WB_InventoryContainer and change one of the various settings:
Slot Size Override: Change the size of the inventory slots to make them larger or smaller. The default value is 120.
Slots Per Row: Change the number of slots that fit in each row. Keep in mind that if the slots are too large and there are too many slots per row, the shape of the slots will change and the sides will no longer be the same length.
Set Relevant Information
Once you are done, go to the Blueprints tab and under Functions, add all the items you are using from the pre-made items here as variables to the function outputs so that the inventory can work with your items. This makes your system fully automatic.
Select New Inventory Widget
In your player, go to the Inventory Component and under Inventory Category, set the Inventory Widget variable to your newly created widget. If you cannot find your widget, it is because your Inventory Widget is not a parent of “WB_Inventory.” Setup is complete, and you now have your own Inventory Widget.
Open DT_CraftingItems
To create a new craftable item that can be crafted in Anvil, you need to open Plugins -> UE5_InventorySystem Content -> Sample "DT_Crafting Items. This uses the CraftingItems structure. You can also create a data table from this structure yourself and then add it to Anvil.
New Craftable Item
Click “Add” in the Data Table and then fill in all the information:
Crafting Item: The item that is created when you have all the ingredients and press the Craft button.
Ingredients: All items needed to craft the item. These are searched for in the inventory and then removed. On the left is the item and on the right is the quantity of items needed.
Craft Time: The length of time it takes to add the item to the Anvil. Other items can only be crafted after this time has elapsed. This is a float in seconds.
Combat Integration
Here you will find step-by-step instructions on how to add the combat system to your inventory system in just a few steps. Use the tutorial provided or the instructions with text and images.
Interaction Integration
Here you will find step-by-step instructions on how to add the interaction system to your inventory system in just a few steps. Use the tutorial provided or the instructions with text and images.