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Descrizione

Category Based Inventory System

A complete, expandable inventory framework — drop it into your project and extend it with minor rewriting needed (follow the documentation)

Items are data-driven: define name, description, icon, category, stack size, and effect in a single [Data Table / Data Asset] row, and the system handles storage, sorting, and display. Adding new gear means adding a row, not new logic.

Features

  • Category-based sorting — [weapons, consumables, quest items]; add your own without touching core logic

  • Data-driven item definitions with per-item icons, descriptions, and effects

  • Item effects on use

  • Complete UI — [grid layout, tooltips, drag & drop, stack splitting]

  • Documented extension points for custom item types and effects

  • 100% Blueprint — no C++, no compiling

  • [Not replicated — single-player focused]

Full documentation covers setup and step-by-step guides for adding your own items, categories, and effects.

Questions or stuck on integration? [email protected]

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