Description
An advanced inventory system with support for many common inventory types.
Inventory Types
Craft items using data-driven item recipes. Crafting may be instant or over time.
Cosmetics
Apply network-replicated cosmetics to actors when they equip items. Cosmetics include meshes, particles, or child actors.
Player Feedback
Give feedback to players when they interact with inventories. Bolt uses a simple error system based on enums; you may display error messages, play sounds, etc. when a player’s request fails.
Network Replication
Bolt’s systems are fully network replicated. Additionally, player manipulation of inventories includes client-side prediction, greatly improving the feel of interacting with inventories. Client-side prediction can even be enabled for server-owned actors like shared chests.
Save and Load
Inventories and crafting can be saved and loaded seamlessly. All Bolt objects that can be saved/loaded implement a single interface, making integration with other save systems easy.
Blueprint Accessible
All of Bolt’s major features are accessible with Blueprints or C++.
Gameplay Ability System
Bolt integrates with Unreal’s Gameplay Ability System:
Technical Details
Code Modules:
Number of Blueprints: 0
Number of C++ Classes: 33
Network Replicated: Yes (Also includes client-side prediction)
Supported Development Platforms: Win64
Supported Target Build Platforms: Win64
Documentation: https://miraganicstudios.github.io/BoltDocs/
Example Projects (Requires Plugin): https://drive.google.com/file/d/1_ct_mExJBOj7_DPXvsBDFGPL68Iey8GD/view?usp=sharing
Important Additional Notes: Example map and gallery images include icons from https://opengameart.org/content/flare-weapon-icons-2.
Supported Engine Versions
5.1 – 5.3