Quick-Inventory
The quick-inventory is a streamlined approach to an inventory system, allowing the player to stay immersed while using their inventory. This is not a full overlay that gets created, but rather more so a tool bar that provides all the needed inventory functionality such as options to drop, use, combine, and inspect items that are selected. Each inventory item consists of all the interaction data of the item picked up, meaning all the needed values of each item are stored straight in the players inventory.
Changing how items can be used inside your inventory is defined by changing the PickupMethodSettings
values inside your items interaction data.

Each setting and how they're used will be defined below,
— Item Inventory Icon Texture 2D
- Set an icon that will be displayed on this items inventory slot
— Can Use Bool
- define whether the player can press the "Use" input when this item is selected inside the players inventory. Logic for what each item does after "Using" it, is setup and changed inside the SFInventoryManager_AC
actor component. Simply add your items Object Name
to the Switch On String
node in the below screenshot, and setup your logic.

— Can Combine Bool
- This value will determine whether or not this item can be used to combine with other items. Item combinations are sequential, meaning the combination you set is the order that items need to be combined in. This opens up the opportunity for multiple combinations with the same set of items in different orders. Item combinations and their combination results are customized inside the ItemCombinations_DT
data table. Takes in an array of Item Names to search for, and the resulting item interaction data if this combination is used.

— Can Drop Bool
- Defines whether or not this item can be dropped out of the players inventory, onto the ground. Sometimes you'd want the player to not have the ability to drop a specific item purposely or accidentally, as it might be used in a significant way further into their story.
Other more general inventory properties that can be changed would be found in the details panel of the SFInventoryManager_AC
actor component attached inside your player controller blueprint. A few values are exposed in the details panel when this component is selected, but only the following should modified,

— Max Inventory Slots Int
- Define how many unique items the player can hold.
— Max Combine Slots Int
- Define how many items can be combined at the same time. If the player accidentally combines the wrong sequence of items, this will stop them from creating absurdly long combinations.
(Combinations will time-out after a few seconds if no new items are added to the combination list, or if the items aren't combined)
Adding and editing inventory items manually can be done by utilizing some functions inside the SFInventoryManager_AC
which will be listed below. These functions use a reference to the inventory manager to get called.
— Add Item to Inventory
- Adds an item directly into the players inventory with a provided Interactable Data
value for that item, a Quantity
of that item to be added, and a Pending Kill
actor reference which can be used to destroy an item when picked up.
— Remove Selected Item From Inventory
- Removes an item from the players inventory by searching for its name that is set in the Remove by Name
value. If a value isn't provided here, this function will remove the item selected in the players inventory. The Spawn
value will determine whether or not you'd want this item to be spawned on the ground. If left "false", no item will be spawned when removing your item.
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