Bolt Inventory System

Advanced inventory system: includes grid inventories, equipment, cosmetics, and crafting.

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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