Opis
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]
