Files
UE5-Modular-Game-Framework/docs/blueprints/04-inventory/InventoryAssets_All.asset.md
Lefteris Notas 3ca87a7893 Add asset creation sheets for various systems and UI components
- Created Save/Load & Death Loop asset sheet detailing checkpoint, death handling, and respawn systems.
- Added UI widget creation sheets for pause menu, settings menu, inventory, journal viewer, objective display, notification toast, screen effect controller, accessibility UI, diegetic HUD frame, menu flow controller, and credits screen.
- Implemented HUD controller and interaction prompt display assets with detailed wiring instructions.
- Established narrative systems asset sheet including components for narrative state, objectives, dialogue playback, and branching consequences.
- Developed weapons, AI, and adaptive systems asset creation sheet outlining weapon base, enemy AI components, and adaptive gameplay mechanics.
- Compiled meta, settings, and polish asset creation sheet covering progress tracking, achievement systems, accessibility settings, and various polish components.
- Defined input actions and mapping contexts for enhanced input system, including gameplay actions and context priorities.
- Created state management assets including enums, structs, data asset, and state manager component for action gating and state transitions.
2026-05-20 15:34:06 +03:00

3.1 KiB

Inventory Systems — Asset Creation Sheet (10 assets)

UE5 Path: Content/Framework/Inventory/


C++ Already Done

  • BPC_InventorySystem (31) — attach directly to pawn
  • DA_ItemData (07) — create Data Asset instances per item

BP Assets to Create

BP_ItemPickup (Actor)

Parent: Actor → Add StaticMesh, SphereCollision, RotatingMovement

Variable Type Default
ItemData DA_ItemData Assign
Quantity Integer 1
BobAmplitude Float 0.5
BobSpeed Float 2.0

Implements: I_Interactable

OnInteract:

  ├─ Get Player → BPC_InventorySystem → CanAddItem(ItemData)?
  │   True → AddItem(ItemData, Quantity) → Destroy self
  │   False → Show "Inventory Full" prompt

BPC_ContainerInventory (Component)

Attach to: Chests, drawers, cabinets, safes

Variable Type Default
ContainerSlots Array<FInventorySlot> Empty
ContainerSize Integer 12
bIsOpen Boolean false

BPC_ActiveItemSystem (Component)

Attach to: Player pawn — manages quick-slot item

Variable Type Default
QuickSlotCount Integer 4
ActiveItemIndex Integer 0
QuickSlots Array<DA_ItemData> Empty

BPC_CollectibleTracker (Component)

Attach to: Player pawn

Variable Type Default
FoundCollectibles Array<GameplayTag> Empty
TotalCollectibles Integer 0
SetBonuses Array<GameplayTag> Empty

BPC_ConsumableSystem (Component)

Attach to: Player pawn

Variable Type Default
LastConsumedItem DA_ItemData None
UseCooldown Float 0.5

UseItem(ItemData):

  ├─ BPC_HealthSystem → Heal(Item.ConsumableData.HealthRestore)
  ├─ BPC_StressSystem → AddStress(-Item.ConsumableData.StressReduce)
  └─ BPC_InventorySystem → RemoveItem(Item, 1)

BPC_DocumentArchiveSystem (Component)

Variable Type
ArchivedDocuments Array<GameplayTag>
bHasUnread Boolean

BPC_EquipmentSlotSystem (Component)

Variable Type Default
EquipmentSlots Array<FInventorySlot> 6 slots
EquippedWeapon DA_ItemData None

BPC_ItemCombineSystem (Component)

Variable Type
CraftingRecipes Array<S_CraftingRecipe>

BPC_JournalSystem (Component)

Variable Type
ActiveQuests Array<GameplayTag>
CompletedQuests Array<GameplayTag>

BPC_KeyItemSystem (Component)

Variable Type
KeyItems Array<GameplayTag>
bAutoUseOnTarget Boolean

Test These

  • Drop item pickup in level → walk over → item added to inventory
  • Use health pack → health increases, item removed from inventory
  • Combine items → new item appears in inventory
  • Equip weapon → appears on character mesh