Introduction

Welcome to version 4 of my Unreal Engine Inventory System. This documentation was created to help guide you through the process of setting up and using all the included systems.

This version of the system is a complete rebuild from the ground up. The main reason I decided to do this was to create an easier to use system with a stronger foundation to continue building off of in the future.

I spent over a year developing the code, rewriting the documentation and remaking the videos for this version of the system. Hopefully you find it useful and that it saves you a lot of time. If you would like to share your feedback please consider leaving a review, they do help and not many people leave them.

Installation & Setup Instructions

For a full breakdown of the installation and setup process continue to the Setup Guide chapter.

Project Folder Structure

Here is a breakdown of what you can find in the main folders and sub-folders of this asset:

The Blueprints/ folder contains the definitions, data, and integrations for each of the systems. This is where all the magic happens. This is all the backend code, and related, for each of the systems.

The main components for each system can be found in the Blueprints/Components/ folder. In this folder you will find the main component AC_InventorySystem, and all the components for all the various systems can be found in the Blueprints/Components/Systems/ folder.

The structures, enums, interfaces, save game objects, data tables and data assets for everything can be found in the Blueprints/Variables/ sub folders.

You can also find equipment and usable item handlers, input assets, helper blueprints and objects in the Blueprint/ sub folders.

The Demo/ folder contains all the strictly demo related content, outside of what is found in the data tables. I recommend leaving this content in your project for now so you have a reference while you are getting started. When you are familiar with the system you can safely remove it from your project to save a little bit of space.

The UIs/ folder contains all the Widget Blueprints for each of the systems. This is everything related to the visual frontend of the systems. At the route of this folder is the HUD, UI_InventorySystem. This HUD is the central point for all widgets used in the system.

Each sub-folder in UIs/ is for the specific system.

The UIs/Storage/ folder is where you can find the content of the player inventory and remote storage windows.

The UIs/Shared/ folder has a number of additional widgets which are re-used by multiple parts of the system, this includes the UI_Item and UI_ItemGrid, which are the two most important widgets of the system. You will also find widgets like the Draggable Window, Tooltips, Context Menus, Dynamic Data Widgets, the Filter, and the Split stack widget.

Unreal Version Support

Version 4 is the latest and greatest version of this asset. Being able to use it in your project requires Unreal Engine 5.4 or higher. Going forward I will continue to maintain this version for future engine releases, as well as for bug fixes and any popular requested features.

Previous Version Availability

Version 3 of this asset is still available and you can access it by creating an Unreal Engine version 5.1 to 5.3 project then manually copy Version 3 from one of those projects to your current project (using Explorer with the project closed), up to Unreal Engine version 5.7. Since Version 3 is no longer the active version, going forward, it will receive only bug fixes.