├── .gitattributes
├── images
├── HotbarOptions.png
├── InventoryOptions.png
├── PickupItemsEvent.png
├── GlobalInventoryOptions.png
└── InventorySystemThumbnail.jpg
├── Config
├── DefaultEditorPerProjectUserSettings.ini
├── DefaultGame.ini
├── DefaultEditor.ini
├── DefaultEngine.ini
└── DefaultInput.ini
├── Content
├── InventorySystem
│ ├── Enums
│ │ └── E_ItemType.uasset
│ ├── UI
│ │ ├── WBP_HUD.uasset
│ │ ├── WBP_Hotbar.uasset
│ │ ├── WBP_SlotDrag.uasset
│ │ ├── Texture
│ │ │ └── Button.uasset
│ │ ├── WBP_HotbarSlot.uasset
│ │ ├── WBP_Inventory.uasset
│ │ ├── WBP_ItemTooltip.uasset
│ │ └── WBP_InventorySlot.uasset
│ ├── Blueprints
│ │ ├── BF_Common.uasset
│ │ ├── BFL_Common.uasset
│ │ ├── BPFL_Common.uasset
│ │ ├── BP_ItemPickup.uasset
│ │ ├── BP_SlotDrag.uasset
│ │ ├── SInventory_Item.uasset
│ │ ├── BP_HotbarComponent.uasset
│ │ ├── BP_CorePlayerController.uasset
│ │ └── BP_InventoryComponent.uasset
│ ├── IconGenerator
│ │ ├── M_Icon.uasset
│ │ ├── EUW_Icon.uasset
│ │ ├── M_Checker.uasset
│ │ ├── M_IconBackground.uasset
│ │ ├── PPM_CustomDepth.uasset
│ │ ├── EUB_GenerateIcon.uasset
│ │ ├── EUB_GenerateIconLight.uasset
│ │ ├── EUW_GenerateIcon.uasset
│ │ └── PPM_SceneCapCutOff.uasset
│ ├── Input
│ │ ├── IMC_Inventory.uasset
│ │ └── Actions
│ │ │ ├── IA_Hotbar.uasset
│ │ │ └── IA_Inventory.uasset
│ ├── DataTables
│ │ └── DT_PickupItems.uasset
│ ├── Structs
│ │ └── S_InventoryItem.uasset
│ ├── Collectables
│ │ ├── BP_ItemPickup.uasset
│ │ ├── Icons
│ │ │ ├── T_SM_Axe.uasset
│ │ │ ├── T_SM_Rock.uasset
│ │ │ ├── T_SM_Sword.uasset
│ │ │ ├── T_SM_Wood.uasset
│ │ │ └── T_SM_Green_Apple.uasset
│ │ ├── Materials
│ │ │ ├── M_Axe.uasset
│ │ │ ├── M_Rock.uasset
│ │ │ ├── M_Sword.uasset
│ │ │ ├── M_Wood.uasset
│ │ │ └── M_SM_Green_Apple.uasset
│ │ ├── Meshes
│ │ │ ├── SM_Axe.uasset
│ │ │ ├── SM_Rock.uasset
│ │ │ ├── SM_Sword.uasset
│ │ │ ├── SM_Wood.uasset
│ │ │ └── SM_Green_Apple.uasset
│ │ ├── Textures
│ │ │ ├── T_Wood.uasset
│ │ │ ├── T_Axe_Normal.uasset
│ │ │ ├── T_Sword.uasset
│ │ │ ├── T_Axe_Base_Color.uasset
│ │ │ ├── T_Axe_Metallic.uasset
│ │ │ ├── T_Axe_Roughness.uasset
│ │ │ ├── T_Rock_Base_Color.uasset
│ │ │ ├── T_Rock_Normal.uasset
│ │ │ ├── T_Rock_Specular.uasset
│ │ │ ├── T_Green_Apple_Metallic.uasset
│ │ │ ├── T_Green_Apple_Normal.uasset
│ │ │ ├── T_Green_Apple_Base_Color.uasset
│ │ │ └── T_Green_Apple_Roughness.uasset
│ │ └── Particles
│ │ │ ├── NS_Spiral.uasset
│ │ │ └── NS_Test.uasset
│ └── Interfaces
│ │ └── BPI_PickupItems.uasset
├── LevelPrototyping
│ ├── Meshes
│ │ ├── SM_Cube.uasset
│ │ ├── SM_Ramp.uasset
│ │ ├── SM_Cylinder.uasset
│ │ ├── SM_ChamferCube.uasset
│ │ └── SM_QuarterCylinder.uasset
│ ├── Materials
│ │ ├── M_Solid.uasset
│ │ ├── MF_ProcGrid.uasset
│ │ ├── MI_Solid_Blue.uasset
│ │ ├── M_PrototypeGrid.uasset
│ │ ├── MI_PrototypeGrid_Gray.uasset
│ │ ├── MI_PrototypeGrid_Gray_02.uasset
│ │ └── MI_PrototypeGrid_TopDark.uasset
│ └── Textures
│ │ └── T_GridChecker_A.uasset
├── ThirdPerson
│ ├── Input
│ │ ├── IMC_Default.uasset
│ │ └── Actions
│ │ │ ├── IA_Jump.uasset
│ │ │ ├── IA_Look.uasset
│ │ │ └── IA_Move.uasset
│ ├── Maps
│ │ ├── ThirdPersonMap.umap
│ │ └── ThirdPersonMap_BuiltData.uasset
│ └── Blueprints
│ │ ├── BP_ThirdPersonGameMode.uasset
│ │ └── BP_ThirdPersonCharacter.uasset
├── Characters
│ ├── Mannequins
│ │ ├── Meshes
│ │ │ ├── SKM_Manny.uasset
│ │ │ ├── SKM_Quinn.uasset
│ │ │ ├── SK_Mannequin.uasset
│ │ │ ├── Mannequin_LODSettings.uasset
│ │ │ ├── SKM_Manny_Simple.uasset
│ │ │ └── SKM_Quinn_Simple.uasset
│ │ ├── Rigs
│ │ │ ├── IK_Mannequin.uasset
│ │ │ ├── PA_Mannequin.uasset
│ │ │ ├── RTG_Mannequin.uasset
│ │ │ ├── ABP_Manny_PostProcess.uasset
│ │ │ ├── ABP_Quinn_PostProcess.uasset
│ │ │ ├── CR_Mannequin_Body.uasset
│ │ │ ├── CR_Mannequin_BasicFootIK.uasset
│ │ │ ├── CR_Mannequin_Procedural.uasset
│ │ │ └── Poses
│ │ │ │ ├── Manny
│ │ │ │ ├── Manny_calf_l_anim.uasset
│ │ │ │ ├── Manny_calf_l_pose.uasset
│ │ │ │ ├── Manny_calf_r_anim.uasset
│ │ │ │ ├── Manny_calf_r_pose.uasset
│ │ │ │ ├── Manny_clavicle_l_anim.uasset
│ │ │ │ ├── Manny_clavicle_l_pose.uasset
│ │ │ │ ├── Manny_clavicle_r_anim.uasset
│ │ │ │ ├── Manny_clavicle_r_pose.uasset
│ │ │ │ ├── Manny_foot_l_anim.uasset
│ │ │ │ ├── Manny_foot_l_pose.uasset
│ │ │ │ ├── Manny_foot_r_anim.uasset
│ │ │ │ ├── Manny_foot_r_pose.uasset
│ │ │ │ ├── Manny_hand_l_anim.uasset
│ │ │ │ ├── Manny_hand_l_pose.uasset
│ │ │ │ ├── Manny_hand_r_anim.uasset
│ │ │ │ ├── Manny_hand_r_pose.uasset
│ │ │ │ ├── Manny_lowerarm_l_anim.uasset
│ │ │ │ ├── Manny_lowerarm_l_pose.uasset
│ │ │ │ ├── Manny_lowerarm_r_anim.uasset
│ │ │ │ ├── Manny_lowerarm_r_pose.uasset
│ │ │ │ ├── Manny_thigh_l_anim.uasset
│ │ │ │ ├── Manny_thigh_l_pose.uasset
│ │ │ │ ├── Manny_thigh_r_anim.uasset
│ │ │ │ ├── Manny_thigh_r_pose.uasset
│ │ │ │ ├── Manny_upperarm_l_anim.uasset
│ │ │ │ ├── Manny_upperarm_l_pose.uasset
│ │ │ │ ├── Manny_upperarm_r_anim.uasset
│ │ │ │ └── Manny_upperarm_r_pose.uasset
│ │ │ │ └── Quinn
│ │ │ │ ├── Quinn_calf_l_anim.uasset
│ │ │ │ ├── Quinn_calf_l_pose.uasset
│ │ │ │ ├── Quinn_calf_r_anim.uasset
│ │ │ │ ├── Quinn_calf_r_pose.uasset
│ │ │ │ ├── Quinn_clavicle_l_anim.uasset
│ │ │ │ ├── Quinn_clavicle_l_pose.uasset
│ │ │ │ ├── Quinn_clavicle_r_anim.uasset
│ │ │ │ ├── Quinn_clavicle_r_pose.uasset
│ │ │ │ ├── Quinn_foot_l_anim.uasset
│ │ │ │ ├── Quinn_foot_l_pose.uasset
│ │ │ │ ├── Quinn_foot_r_anim.uasset
│ │ │ │ ├── Quinn_foot_r_pose.uasset
│ │ │ │ ├── Quinn_hand_l_anim.uasset
│ │ │ │ ├── Quinn_hand_l_pose.uasset
│ │ │ │ ├── Quinn_hand_r_anim.uasset
│ │ │ │ ├── Quinn_hand_r_pose.uasset
│ │ │ │ ├── Quinn_lowerarm_l_anim.uasset
│ │ │ │ ├── Quinn_lowerarm_l_pose.uasset
│ │ │ │ ├── Quinn_lowerarm_r_anim.uasset
│ │ │ │ ├── Quinn_lowerarm_r_pose.uasset
│ │ │ │ ├── Quinn_thigh_l_anim.uasset
│ │ │ │ ├── Quinn_thigh_l_pose.uasset
│ │ │ │ ├── Quinn_thigh_r_anim.uasset
│ │ │ │ ├── Quinn_thigh_r_pose.uasset
│ │ │ │ ├── Quinn_upperarm_l_anim.uasset
│ │ │ │ ├── Quinn_upperarm_l_pose.uasset
│ │ │ │ ├── Quinn_upperarm_r_anim.uasset
│ │ │ │ └── Quinn_upperarm_r_pose.uasset
│ │ ├── Animations
│ │ │ ├── ABP_Manny.uasset
│ │ │ ├── ABP_Quinn.uasset
│ │ │ ├── Manny
│ │ │ │ ├── BS_MM_WalkRun.uasset
│ │ │ │ ├── MM_Idle.uasset
│ │ │ │ ├── MM_Jump.uasset
│ │ │ │ ├── MM_Land.uasset
│ │ │ │ ├── MM_Run_Fwd.uasset
│ │ │ │ ├── MM_T_Pose.uasset
│ │ │ │ ├── MM_Walk_Fwd.uasset
│ │ │ │ ├── MM_Fall_Loop.uasset
│ │ │ │ └── MM_Walk_InPlace.uasset
│ │ │ └── Quinn
│ │ │ │ ├── MF_Idle.uasset
│ │ │ │ ├── MF_Run_Fwd.uasset
│ │ │ │ ├── MF_Walk_Fwd.uasset
│ │ │ │ └── BS_MF_Unarmed_WalkRun.uasset
│ │ ├── Materials
│ │ │ ├── M_Mannequin.uasset
│ │ │ ├── Functions
│ │ │ │ ├── CA_Mannequin.uasset
│ │ │ │ ├── ChromaticCurve.uasset
│ │ │ │ ├── MF_Diffraction.uasset
│ │ │ │ ├── MF_logo3layers.uasset
│ │ │ │ └── ML_BaseColorFallOff.uasset
│ │ │ └── Instances
│ │ │ │ ├── Manny
│ │ │ │ ├── MI_Manny_01.uasset
│ │ │ │ └── MI_Manny_02.uasset
│ │ │ │ └── Quinn
│ │ │ │ ├── MI_Quinn_01.uasset
│ │ │ │ └── MI_Quinn_02.uasset
│ │ └── Textures
│ │ │ ├── Manny
│ │ │ ├── T_Manny_01_D.uasset
│ │ │ ├── T_Manny_01_N.uasset
│ │ │ ├── T_Manny_02_D.uasset
│ │ │ ├── T_Manny_02_N.uasset
│ │ │ ├── T_Manny_01_BN.uasset
│ │ │ ├── T_Manny_01_Tan.uasset
│ │ │ ├── T_Manny_02_BN.uasset
│ │ │ ├── T_Manny_02_Tan.uasset
│ │ │ ├── T_Manny_01_MSR_MSK.uasset
│ │ │ ├── T_Manny_02_MSR_MSK.uasset
│ │ │ ├── T_Manny_01_ASAOPMASK_MSK.uasset
│ │ │ ├── T_Manny_02_ASAOPMASK_MSK.uasset
│ │ │ ├── T_Manny_01_CCRCCPlastic_MSK.uasset
│ │ │ └── T_Manny_02_CCRCCPlastic_MSK.uasset
│ │ │ ├── Shared
│ │ │ └── T_UE_Logo_M.uasset
│ │ │ └── Quinn
│ │ │ ├── T_Quinn_01ID_BN.uasset
│ │ │ ├── T_Quinn_01ID_D.uasset
│ │ │ ├── T_Quinn_01ID_N.uasset
│ │ │ ├── T_Quinn_01ID_Tan.uasset
│ │ │ ├── T_Quinn_02ID_BN.uasset
│ │ │ ├── T_Quinn_02ID_D.uasset
│ │ │ ├── T_Quinn_02ID_N.uasset
│ │ │ ├── T_Quinn_02ID_Tan.uasset
│ │ │ ├── T_Quinn_01ID_MSR_MSK.uasset
│ │ │ ├── T_Quinn_02ID_MSR_MSK.uasset
│ │ │ ├── T_Quinn_01_ASAOMASK_MSK.uasset
│ │ │ ├── T_Quinn_02_ASAOMASK_MSK.uasset
│ │ │ ├── T_Quinn_01_CCRCCPlastic_MSK.uasset
│ │ │ └── T_Quinn_02_CCRCCPlastic_MSK.uasset
│ └── Mannequin_UE4
│ │ ├── Animations
│ │ └── Jog_Fwd.uasset
│ │ ├── Meshes
│ │ ├── SK_Mannequin.uasset
│ │ ├── SK_Mannequin_Skeleton.uasset
│ │ └── SK_Mannequin_PhysicsAsset.uasset
│ │ ├── Rigs
│ │ ├── IK_UE4_Mannequin.uasset
│ │ ├── RTG_UE4Manny_UE5Manny.uasset
│ │ └── RTG_UE5Manny_UE4Manny.uasset
│ │ ├── Textures
│ │ ├── T_ML_Aluminum01.uasset
│ │ ├── T_UELogo_Mask.uasset
│ │ ├── T_UELogo_N_TGA.uasset
│ │ ├── T_ML_Aluminum01_N.uasset
│ │ ├── T_ML_Rubber_Blue_01_D.uasset
│ │ ├── T_ML_Rubber_Blue_01_N.uasset
│ │ ├── T_UE4_Mannequin_MAT_MASKA.uasset
│ │ └── T_UE4_Mannequin__normals.uasset
│ │ └── Materials
│ │ ├── Layers
│ │ ├── ML_Latex_Black.uasset
│ │ ├── ML_SoftMetal.uasset
│ │ ├── ML_ShinyPlastic_Beige.uasset
│ │ └── ML_ShinyPlastic_Beige_Logo.uasset
│ │ ├── M_MannequinUE4_Body.uasset
│ │ └── M_MannequinUE4_ChestLogo.uasset
├── __ExternalActors__
│ └── ThirdPerson
│ │ └── Maps
│ │ └── ThirdPersonMap
│ │ ├── 0
│ │ ├── 43
│ │ │ └── HYQWORMY4JDQ5X3OKZXFLC.uasset
│ │ └── FG
│ │ │ └── C9C8NKPQ680JETAE5ROTT1.uasset
│ │ ├── 1
│ │ ├── AZ
│ │ │ └── A7GPT109Y6ZTTJD4A7TXER.uasset
│ │ ├── HL
│ │ │ └── XWFFRCIJ8QK4NRO30ALA6J.uasset
│ │ └── WU
│ │ │ └── NB37RT5Q32Z8MJWD8BD2SO.uasset
│ │ ├── 3
│ │ ├── EY
│ │ │ └── 87SHEJN5UBEAN2K5OV1G6R.uasset
│ │ └── M3
│ │ │ └── 7JQC72ZY37QM4IT43WD5CW.uasset
│ │ ├── 4
│ │ ├── 60
│ │ │ └── 5PI42YRDC8HSSG6BVV2GRR.uasset
│ │ ├── 6N
│ │ │ └── WR1092855AJW72S1FPU5HM.uasset
│ │ ├── 8A
│ │ │ └── CTFSTUBUQ5JWGDO0JRNB4R.uasset
│ │ ├── BK
│ │ │ └── BJ075KZF1V12KII5HU8462.uasset
│ │ ├── LN
│ │ │ └── 30UBDLYFFA5ZR7U4W4L4GG.uasset
│ │ └── PN
│ │ │ └── 2QISIGK5DJNQ05US8O8FXW.uasset
│ │ ├── 5
│ │ ├── 11
│ │ │ └── IM858T68EBXCBX1T2FNR96.uasset
│ │ ├── 7E
│ │ │ └── BEYC27T14FHBU6LF2F60RR.uasset
│ │ ├── 9Q
│ │ │ └── U98KGKQ41NJYFOGFQM8ZDY.uasset
│ │ ├── KI
│ │ │ └── EZLDSMPSDU16AWW6YV4K2Y.uasset
│ │ ├── QO
│ │ │ └── CO9MG7REJF8N8AQFYRCI06.uasset
│ │ ├── R1
│ │ │ └── TS5OQ5CRUWFZYL1ZQ7I416.uasset
│ │ └── S4
│ │ │ └── 7C7HQ7S8QCUXV4WLJ4YD20.uasset
│ │ ├── 6
│ │ ├── 6V
│ │ │ └── FP4JEHSEHDFEW7N9Z8S4FG.uasset
│ │ ├── CZ
│ │ │ └── K2YM0JIRZ78IHGM8W2QBAF.uasset
│ │ ├── J7
│ │ │ └── N10XDC9G27EMLS5AGZ6AVV.uasset
│ │ ├── XB
│ │ │ └── 9VVR39MG0K7W5GQIEFE7SO.uasset
│ │ └── YO
│ │ │ └── NG2R9BPZVA7ZDN0Z4VSTG6.uasset
│ │ ├── 8
│ │ ├── 3J
│ │ │ └── 6B9RJI3FDPCETRKXUXCQ4C.uasset
│ │ └── S1
│ │ │ └── DXUWD12MD3HRWVVXX076BY.uasset
│ │ ├── 9
│ │ ├── QO
│ │ │ └── LWM4RTQOET7KZS5UO68EIW.uasset
│ │ └── U7
│ │ │ └── H8YL2PPHZPBTI74SUD0RNL.uasset
│ │ ├── D
│ │ ├── SY
│ │ │ └── Z4CTQ4LG3YV10EKPD0UE8Q.uasset
│ │ ├── 0G
│ │ │ └── JNKFA4X9LRMSF343ESPF6Q.uasset
│ │ ├── 3V
│ │ │ └── NMHOKL5LGQDOAAG00FUMZR.uasset
│ │ └── DE
│ │ │ └── SWSI13675DVYIZ0N4NF7Y3.uasset
│ │ ├── A
│ │ ├── 16
│ │ │ └── Q7Y1URWWFS0TXGWUTO3S61.uasset
│ │ ├── 17
│ │ │ └── 6LXV4Y6DE3LUT705XNU4DZ.uasset
│ │ └── MS
│ │ │ └── MRHJREJ6H7USQYWF1KO8F6.uasset
│ │ ├── B
│ │ ├── 4D
│ │ │ └── BBOCKSZY1GVHTFRX0PR0O8.uasset
│ │ ├── EA
│ │ │ └── 9BWDWCNL7OZT2HTML9LK1Y.uasset
│ │ ├── FB
│ │ │ └── 8RB55FM1HBEUVO4IOQC4YN.uasset
│ │ └── ZP
│ │ │ └── DT4JAMNYD68WGGPA223KM9.uasset
│ │ ├── C
│ │ ├── QF
│ │ │ └── BY1DA5CRGQSAMOTK8RA8KR.uasset
│ │ └── YT
│ │ │ └── CQR16QFDKKEYP53M51TV4F.uasset
│ │ └── E
│ │ ├── 8O
│ │ └── GK06JAEJ82TQ0GA2QB0DJG.uasset
│ │ ├── FR
│ │ └── LBG6LPN5JCL3FMVSI2CK6R.uasset
│ │ └── ZQ
│ │ └── F37ZX1GSQKLF7K6ON8ORNF.uasset
└── __ExternalObjects__
│ └── ThirdPerson
│ └── Maps
│ └── ThirdPersonMap
│ ├── 1
│ └── X1
│ │ └── W0593XAB2F31IFHE9SR8OY.uasset
│ ├── 4
│ └── VW
│ │ └── TY7TSUER9KKGHX2BMKSL0L.uasset
│ ├── 6
│ ├── D8
│ │ └── 3MZ6M1DB94VN44C87D65WR.uasset
│ └── TK
│ │ └── PIQ0B2FNWR15P52TECP27A.uasset
│ ├── 9
│ └── KN
│ │ └── KHZG97SS6AL73U7AXDWH6J.uasset
│ └── C
│ └── 7N
│ └── FDH7Y28CQFXDK8P6MM1HXM.uasset
├── .gitignore
├── InventorySystem.uproject
├── LICENSE
└── README.md
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1 | [UnrealEd.SimpleMap]
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1 | {
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6 | "Plugins": [
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2023 FinalStack
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/Config/DefaultEngine.ini:
--------------------------------------------------------------------------------
1 | [URL]
2 | GameName=InventorySystem
3 |
4 | [/Script/EngineSettings.GameMapsSettings]
5 | EditorStartupMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap
6 | GameDefaultMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap
7 | TransitionMap=
8 | bUseSplitscreen=True
9 | TwoPlayerSplitscreenLayout=Horizontal
10 | ThreePlayerSplitscreenLayout=FavorTop
11 | GlobalDefaultGameMode=/Game/ThirdPerson/Blueprints/BP_ThirdPersonGameMode.BP_ThirdPersonGameMode_C
12 | GlobalDefaultServerGameMode=None
13 |
14 | [/Script/Engine.RendererSettings]
15 | r.ReflectionMethod=1
16 | r.GenerateMeshDistanceFields=True
17 | r.DynamicGlobalIlluminationMethod=1
18 | r.Lumen.TraceMeshSDFs=0
19 | r.Shadow.Virtual.Enable=1
20 | r.Mobile.EnableNoPrecomputedLightingCSMShader=1
21 | r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
22 | r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true
23 |
24 | [/Script/WindowsTargetPlatform.WindowsTargetSettings]
25 | DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
26 | -D3D12TargetedShaderFormats=PCD3D_SM5
27 | +D3D12TargetedShaderFormats=PCD3D_SM6
28 | -D3D11TargetedShaderFormats=PCD3D_SM5
29 | +D3D11TargetedShaderFormats=PCD3D_SM5
30 | Compiler=Default
31 | AudioSampleRate=48000
32 | AudioCallbackBufferFrameSize=1024
33 | AudioNumBuffersToEnqueue=1
34 | AudioMaxChannels=0
35 | AudioNumSourceWorkers=4
36 | SpatializationPlugin=
37 | SourceDataOverridePlugin=
38 | ReverbPlugin=
39 | OcclusionPlugin=
40 | CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0)
41 | CacheSizeKB=65536
42 | MaxChunkSizeOverrideKB=0
43 | bResampleForDevice=False
44 | MaxSampleRate=48000.000000
45 | HighSampleRate=32000.000000
46 | MedSampleRate=24000.000000
47 | LowSampleRate=12000.000000
48 | MinSampleRate=8000.000000
49 | CompressionQualityModifier=1.000000
50 | AutoStreamingThreshold=0.000000
51 | SoundCueCookQualityIndex=-1
52 |
53 | [/Script/HardwareTargeting.HardwareTargetingSettings]
54 | TargetedHardwareClass=Desktop
55 | AppliedTargetedHardwareClass=Desktop
56 | DefaultGraphicsPerformance=Maximum
57 | AppliedDefaultGraphicsPerformance=Maximum
58 |
59 | [/Script/Engine.Engine]
60 | +ActiveGameNameRedirects=(OldGameName="TP_ThirdPersonBP",NewGameName="/Script/InventorySystem")
61 | +ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPersonBP",NewGameName="/Script/InventorySystem")
62 |
63 | [/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
64 | bEnablePlugin=True
65 | bAllowNetworkConnection=True
66 | SecurityToken=C09062CF4806F35EC813A59E9583D673
67 | bIncludeInShipping=False
68 | bAllowExternalStartInShipping=False
69 | bCompileAFSProject=False
70 | bUseCompression=False
71 | bLogFiles=False
72 | bReportStats=False
73 | ConnectionType=USBOnly
74 | bUseManualIPAddress=False
75 | ManualIPAddress=
76 |
77 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # Hotbar and Inventory System
2 |
3 | [](https://youtu.be/pV__3HpuUho)
4 |
5 | This is a drag-and-drop inventory system for Unreal Engine 5, the following features are currently implemented:
6 | - Modular system.
7 | - Hotbar and Inventory are fully customizable.
8 | - Drag and drop items within Hotbar or Inventory or between them. It comes with example items for testing.
9 | - Drag and drop items from Hotbar or Inventory into the level.
10 | - Supports item stacking: Players can drag and drop stackable items onto each other to combine them into a single stack. This allows for more efficient inventory management and reduces clutter in the Inventory and Hotbar.
11 | - Using the new Enhanced Input.
12 | - Icon Generator tool. Useful for creating icons out of static meshes without using external applications.
13 | - Made using Blueprints only!
14 |
15 |
16 | ## Installation
17 | 1. Download and install Git client https://git-scm.com
18 | 2. Download and install Git LFS https://git-lfs.com
19 | 3. Run this command in the terminal:
20 | ```git lfs install```
21 | 4. Clone the repo.
22 |
23 | ## Usage
24 | This project is a standard Third Person Template, all the Inventory relative files are available in the InventorySystem folder under Content.
25 | To test Item Pickups, I've added the BPI_PickupItems interface and Pickup Item event implementation to BP_ThirdPersonCharacter as follows:
26 |
27 |
28 |
29 |
30 | ### To use the system, do the following:
31 | 1. Add your item types to the E_ItemType enum (InventorySystem/Enums).
32 | 2. Update the DT_PickupItems data table (InventorySystem/DataTables) with your items:
33 | - Icon filed type is a texture2d. You can use the tool Icon Generator to create the icon.
34 | - Model field type is a static mesh.
35 | - Quantity field can be ignored here. It can be set when the PickupItem actor is added to the level.
36 | - Stackable field. How to handle the item, either individually or as a bulk.
37 | - MaxStack field. There is no stack limit if this field is set to zero, otherwise, the stack limit will be enforced.
38 | - AddToHotbar field. Where to add the item, if set to False, the item will be added to the Inventory instead.
39 | 3. Select Hotbar or Inventory component in BP_CorePlayerController blueprint ((InventorySystem/Blueprints) to configure it:
40 |
41 | __Hotbar options:__
42 |
43 |
44 |
45 | - Keep the Hotbar array empty, it will be populated automatically during gameplay.
46 | - Total Items. How many Hotbar items to show (max: 10 items).
47 | - Move to Inventory when Full. Picked-up items will be added to the Inventory if Hotbar is full.
48 |
49 | __Inventory options:__
50 |
51 |
52 |
53 | - Keep the Inventory array empty, it will be populated automatically during gameplay.
54 | - Total Items. How many Inventory items to show?
55 |
56 | __Global Inventory options:__
57 |
58 |
59 |
60 | - ShowItemQuantity. Show or hide quantity.
61 | - ShowItemTooltip. Show or hide the tooltip.
62 |
63 |
64 | 4. Add BP_ItemPickup (InventorySystem/Collectables) to the level and set the item and quantity.
65 |
66 | ## Additional details:
67 | - Hotbar and Inventory are components attached to the Player controller for separation of responsibilities. The main purpose is to create a more modular, flexible, and maintainable inventory system that can be easily extended and customized to fit your game's specific needs.
68 | - The system stores items as structures in a data table, which are essentially a table of data that can be accessed and manipulated in Blueprints. The DT_PickupItems contains information on each item in the inventory, such as its icon, model, stackability, and maximum stack size.
69 | - The drag-and-drop feature allows users to move items between the Hotbar and Inventory, as well as to and from the game world. When dragging an item, the system will show a preview of the item's icon to give the user feedback on what they're dragging.
70 | - For stackable items, the system will keep track of the quantity of each item in a stack and update the item's UI accordingly. If an item is picked up that would exceed the maximum stack size, the system will create a new stack for the remaining items.
71 | - The Icon Generator tool uses Unreal Engine's Scene Capture component to capture a screenshot of a static mesh and convert it into a texture2D asset that can be used as an icon for the item. This can be useful for creating unique icons for custom items without having to use external image editing software.
72 |
73 | ## Todos
74 | - Implement item splitting.
75 | - Saving and loading the inventory.
76 | - Support Network Replication.
77 |
78 | ## Credits
79 | Item models were downloaded from https://opengameart.org
80 |
81 |
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/Config/DefaultInput.ini:
--------------------------------------------------------------------------------
1 |
2 |
3 | [/Script/Engine.InputSettings]
4 | -AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
5 | -AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
6 | -AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
7 | -AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
8 | -AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
9 | -AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
10 | -AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
11 | +AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
12 | +AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
13 | +AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
14 | +AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
15 | +AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
16 | +AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
17 | +AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
18 | +AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
19 | +AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
20 | +AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
21 | +AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
22 | +AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
23 | +AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
24 | +AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
25 | +AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
26 | +AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
27 | +AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
28 | +AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
29 | +AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
30 | +AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
31 | +AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
32 | +AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
33 | +AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
34 | +AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
35 | +AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
36 | +AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
37 | +AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
38 | +AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
39 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
40 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
41 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
42 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
43 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
44 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
45 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
46 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
47 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
48 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
49 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
50 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
51 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
52 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
53 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
54 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
55 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
56 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
57 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
58 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
59 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
60 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
61 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
62 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
63 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
64 | bAltEnterTogglesFullscreen=True
65 | bF11TogglesFullscreen=True
66 | bUseMouseForTouch=False
67 | bEnableMouseSmoothing=True
68 | bEnableFOVScaling=True
69 | bCaptureMouseOnLaunch=True
70 | bEnableLegacyInputScales=True
71 | bEnableMotionControls=True
72 | bFilterInputByPlatformUser=False
73 | bShouldFlushPressedKeysOnViewportFocusLost=True
74 | bAlwaysShowTouchInterface=False
75 | bShowConsoleOnFourFingerTap=True
76 | bEnableGestureRecognizer=False
77 | bUseAutocorrect=False
78 | DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
79 | DefaultViewportMouseLockMode=LockOnCapture
80 | FOVScale=0.011110
81 | DoubleClickTime=0.200000
82 | DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
83 | DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
84 | DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
85 | -ConsoleKeys=Tilde
86 | +ConsoleKeys=Tilde
87 | +ConsoleKeys=Caret
88 |
89 |
--------------------------------------------------------------------------------