Description
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Hyper Inventory Crafting Hotbar Lootchest Vendor System
Any game needs an advanced inventory system right? It does not matter what game, this is the one for you! I have made this highly adaptable and customizable inventory system for you.
Key Features
This system is very extensive, the core features are as follows:
Inventory system
Crafting System
Vendor System
Lootchest System
Hotbar
Professional UI
Over 250 predefined items
Pickup System
Excel import logic
Inventory Controls:
Split
Transfer
Custom Amount
Transfer All
Swap Stacks
Combine Stacks
Default action
Drop
Inventory Options:
Decay
Each item has the option to decay
Decay multiplier can be changed so we can simulate a refrigerator, freezer or hot environments
If an item is fully decayed, it can be destroyed, chosen to be not useable anymore, required repair or even spawn a new item (e.g. spoiled meat)
Slot system
You can choose to use the limit of the inventory on weight or amount of slots
Dynamic slot creation
Weight based
Slot based
Initial inventory
It is possible to assign starting items
The amount of inventory slots can be tweaked per inventory
Vendor
The Inventory component can be switched to a vendor by clicking ”Is vendor”
The vendor is based on a trade list which can use categories to spawn items.
You can tweak the sell and buy price multipliers for the vendor
The vendors do have: “Not interested” categories.
Vendor has an amount of coins and cannot buy if it is not sufficient.
Lootchest
The Inventory component can be switched to a loot chest.
The loot is based on a loot list. I’ve set up low, medium and high-quality loot chests
The loot can be determined perchance, per category, and even per item!
Restocking
The Vendor and loot chest have a restock and reset ability. The timer will trigger after interaction.
Each item restocked can be set:
A chance to spawn
If spawning, what is the min and max amount that should be spawned.
If restocking, don’t exceed this number of items.
Crafting
The inventory component can be used for crafting abilities.
The player also has crafting abilities without a workstation. Open your personal inventory to see the crafting options of the player (Tab or I).
Crafting is recipe based. So the player needs to know the recipe to be able to see and craft the item.
Recipes are category based. E.g. Fish can only be cooked at a fireplace/campfire.
The crafting station can have the option to have an On/Off requirement.
It can also require fuel to be consumed. The accepted fuel can be set as an priority and manually be defined.
Fuel can anything like: Sticks, logs, coal or whatever you like to define.
Crafting queues can be cancelled per stack or for all.
What we do:
Hyper is your partner in Unreal Engine Development. We empower game creators by offering modular components, game templates, and courses. We strive to foster collaboration and innovation within our community. We are focused on Unreal Engine assets.
Our goal is to assist your game project, allowing you to concentrate on its core elements while we provide you with a solid foundation. Our tools are designed for flexibility and prepared to seamlessly integrate with any project concept you envision
What makes Hyper better than other assets on the marketplace?
Top-Tier Modularity:
Hyper offers unmatched modularity in the Unreal Engine Marketplace. Select only the components you need, ensuring a streamlined and efficient development process.
High-Quality, Organized Code:
Our assets set the standard for quality and organization. With Hyper, you'll find clear, well-structured code, designed for segmented functionality. Every module is logically placed, enhancing clarity and ease of use. No spaghetti code here!
Robust and Reliable:
Hyper Modules excel in crucial non-functional requirement areas such as: flexibility, maintainability, scalability, compatibility, usability, and performance. Go for Hyper and invest in a resilient, adaptable solution for your projects.
Choose Hyper Modules for reliability, quality, and unparalleled modularity in your Unreal Engine endeavors.
Optional courses available:
I do provide optional courses. Currently, I have a course for the absolute basics of UE5 and one to learn how to create a multiplayer survival framework which helps to comprehend an extensive framework that also highlights “why” certain architectural choices are made with the goal to provide you with foundational knowledge.
Included formats
- versions