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Setting up Inventory using Ninja Bear Studios - Unreal Engine 5.6

695 views· 27 likes· 41:02· Nov 13, 2025

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#coding #programming #unrealengine5 #ue5 #gamedev #gamedevelopment #gaming Inventory Documentation: https://tech.ninjabear.studio/inv-overview.html Inventory Attributes JSON: https://tech.ninjabear.studio/inv-gameplay-attributes.html#initialization-data Timestamp 00:00 - Intro 00:07 - Enable Plugin 01:01 - Inventory Asset Manager 02:56 - Inventory Component & Interface 04:30 - Equipment Manager 05:20 - Pickup Actor 06:20 - Item Definition 06:52 - Fragment Overview 15:10 - Container Definition 17:26 - Import Inventory Attributes 19:05 - WBP Item 28:25 - WBP Container 32:25 - WBP Inventory 34:20 - Send HUD UI Event 37:28 - Create BP HUD 39:27 - Testing Inventory 39:45 - Assign BP Container to Player State 40:20 - Testing 40:40 - Outro Website: https://codewithro.com/ Support me on Patreon: https://www.patreon.com/CodeWithRo Join my Discord Server: https://discord.gg/gZH4JDpgdT Donations: https://ko-fi.com/codewithro Synty Store: https://syntystore.com/codewithro Ithappy Store: https://ithappystudios.com/?ref=codewithro Use Code: CODEWITHRO25 to get 25% all Ithappy assets! Business Inquiries: codewithropatreon@gmail.com My full dev setup & gear: https://amzn.to/49gqJAU Learn Software/Gamd Dev: https://amzn.to/4blLbmA

About This Video

In this video I walk you through setting up an inventory system in Unreal Engine 5.6 using Ninja Bear Studios’ Ninja Inventory plugin. I start from the very beginning—enabling the plugin, organizing an Inventory folder, and configuring the Asset Manager so UE scans for both Inventory Container Data Assets and Inventory Item Data Assets. Then I set up the core runtime pieces the “Ninja way”: I put the Inventory Manager on my Player State for replication (so multiple players can interact with the same chest, pickups, and dropped items), and I implement the Inventory System Interface so anything with an inventory can properly expose its manager. After that, I add the Equipment Manager to the character and implement the Equipment System Interface, then I build a simple pickup workflow: a Ninja Inventory Pickup Actor that points to an Item Definition (Item Data Asset). I show how item “fragments” make items modular—UI, stack/quantity, placement tags, quality/rarity, equipment states, economy, encumbrance, and even grid dimensions if you want a Diablo-style layout. To drive container slot counts, I import Ninja’s Inventory Attributes JSON, wire it into my GAS default attributes, and bind my container layout to the Backpack Slots attribute. Finally, I create the UI widgets (item + container) using Ninja’s view models and resolver setup, including a small function to set the item icon cleanly when it’s valid.

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