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UE5-Modular-Game-Framework/docs/blueprints/04-inventory/28_BPC_ConsumableSystem.md
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BPC_ConsumableSystem — Consumable System

Parent Class: ActorComponent Category: Inventory Target UE Version: 5.55.7 Build Phase: 3 — Inventory

1. Overview

BPC_ConsumableSystem manages consumable item usage — health packs, stamina boosters, temporary buff items, and one-time-use consumables. Reads from BPC_InventorySystem and applies effects through the relevant player systems.

2. Variables

Variable Type Description
ConsumableCooldown float Global cooldown between consumable uses
ActiveBuffs TArray<S_ActiveBuff> Currently active temporary buffs
bCanUseConsumables bool Master toggle (blocked during certain states)

3. Structs

S_ActiveBuff

Field Type Description
BuffTag FGameplayTag Buff identifier
RemainingDuration float Time remaining
BuffData DA_ItemData* Source item data
AffectedStat E_PlayerStat Health, Stamina, Speed, Stress, Damage

4. Functions

Function Description
UseConsumable Uses a consumable item from inventory slot
ApplyBuff Applies a temporary buff to the player
RemoveBuff Removes a buff by tag
GetActiveBuffs Returns all active buffs
HasBuff Checks if a specific buff is active
TickBuffs Decrements buff durations, removes expired

5. Event Dispatchers

Dispatcher Payload Description
OnConsumableUsed S_InventoryEntry Item Consumable item used
OnBuffApplied FGameplayTag BuffTag, float Duration Buff activated
OnBuffExpired FGameplayTag BuffTag Buff ended

6. Dependencies

System Relationship
BPC_InventorySystem Reads and modifies consumable items
BPC_HealthSystem Health restoration via consumables
BPC_StaminaSystem Stamina restoration
BPC_StressSystem Stress reduction items
BPC_MovementStateSystem Speed buffs

7. Reuse Notes

  • All consumable effects are data-driven via DA_ItemData
  • Buffs support stacking (multiple buffs active simultaneously)