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UE5-Modular-Game-Framework/docs/blueprints/04-inventory/34_BPC_KeyItemSystem.md
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BPC_KeyItemSystem — Key Item System

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

1. Overview

BPC_KeyItemSystem manages key items — story-critical objects that unlock doors, trigger narrative events, or are required for puzzle completion. Tracks acquired keys, provides query for door/puzzle unlock checks, and supports key usage notifications.

2. Variables

Variable Type Description
AcquiredKeys TArray<FGameplayTag> Tags of all acquired key items
bShowKeyNotifications bool Toast on key pickup
KeyItemCategory E_ItemCategory KeyItem category filter

3. Functions

Function Description
HasKey Checks if player has a specific key by tag
AddKey Registers a key item acquisition
RemoveKey Removes a key (if consumed)
GetAllKeys Returns all acquired key tags
CanUnlock Checks if player meets unlock requirements for a target

4. Event Dispatchers

Dispatcher Payload Description
OnKeyAcquired FGameplayTag KeyTag New key picked up
OnKeyUsed FGameplayTag KeyTag, AActor* Target Key used on target
OnKeyRemoved FGameplayTag KeyTag Key consumed/removed

5. Dependencies

System Relationship
BPC_InventorySystem Keys as inventory items
BP_DoorActor Door unlock queries
BP_PuzzleDeviceActor Puzzle unlock gates
BPC_NarrativeStateSystem Key-based narrative flags

6. Reuse Notes

  • Keys use gameplay tags for generic matching (any key with same tag works)
  • Supports consumable keys (removed after single use) and persistent keys