Description
How to integrate the inventory system in a new/existing level (Video)
How to use the inventory system (Video)
Important: the package contains a map as example, just as shown in the presentation videos.
Summary
A simple, yet scalable inventory system that is well suited for any Third Person/First Person Games. You can effortlessly add items and a corresponding 3D model to display when dropped. Each item type contains a list of actions. You can also add custom actions like (drink, heal, etc.) when right clicking on the item. You can also change the size of each container (The number of rows and columns).
Customizable and Scalable
This inventory is easily customizable, for instance, if you want to make a shop, just make a custom context action called “buy” and a container called “shop” (Just like the example chest). The custom action “buy” has a function called “Run Action”, here you should be able to handle whatever logic you need for the purchase of that item.
Compatible with Equipment System
Just as the example portrayed, you can equip certain tools and armour. When dropping and transferred they unequip from the character. You can see how this logic works in the corresponding context actions.
Disclaimer: the models and icons used for demonstration purposes used in the presentation video and the product photos are different from those included in the package, because of CC0 restriction. (They look almost the same)
List of used assets for display purposes in the package: chest plate, battle axe, sword, helmet, mug, mace, chest
Technical Details
Input: Tab to open, E to pickup, E to open chest
Supported Development Platforms: Desktop (Requires Mouse)
Additional Notes: blueprints are mostly commented
!! If you are getting a blue focus box around the inventory slots, make sure to Edit > Project Settings > Engine – User Interface > Focus > Render Focus Rule > Never !!
Supported Engine Versions
5.1 – 5.2