BPC_ConsumableSystem — Consumable System
Parent Class: ActorComponent
Category: Inventory
Target UE Version: 5.5–5.7
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)