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Creating An Inventory System And Interaction System In Unreal Engine 5.4 | Episode 01

28.6K views· 754 likes· 94:33· Jan 11, 2025

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"Creating an Inventory System and Interaction System in Unreal Engine 5.4 | Episode 01" Today, I wanted to start a new series I've been working on for a while. This marks the first episode in which we go over how to start conceptualizing and building out the framework for an interaction and inventory system that we can use as a starting point in any and all of our projects moving forward. My hope for this series is that it will be the last interaction/inventory system you ever build as the one we put together can just be moved to any project it's needed in. My plan with this series is to ultimately conceptualize and create all the systems necessary for us to make a complete game. We'll do this by keeping modularity and scalability at the forefront of our concepts and planning, starting with the interaction/inventory system. This episode, and series in general, is more suitable for intermediate/advanced Unreal Engine users, but I have no doubt a complete beginner can follow along without any problems. If you are having trouble with getting anything to work feel free to join my discord server and I can help there! Assets Used: https://kenney.nl/assets/food-kit Ultra Modular Inventory and Interaction System Playlist: https://shorturl.at/C6VaU Discord: https://discord.gg/kcCcCYa4Cg Patreon: https://www.patreon.com/c/yourcreativekit Business inquiries for the channel or to hire me personally email me at creativekitcontent@gmail.com 00:00:00 Introduction and Explanation 00:06:00 Importing Free Test Assets 00:07:50 Gameplay Tags Explanation 00:11:45 Data Assets and Pipeline 00:25:02 Setting up Test Blueprints 00:34:51 Setting Up Interaction Manager 00:40:22 Creating Highlight Overlay Material 00:45:25 Detecting and Highlighting Interactables in Range 01:06:00 Getting Target Interactable 01:21:20 Triggering Interaction Events 01:29:56 Additional Demonstration

About This Video

In Episode 01 of my Ultra Modular Interaction + Inventory System series, I’m starting from a completely fresh UE 5.4 third-person template and showing how I like to conceptualize these “embedded in the fabric of your game” systems. The whole point is to build a generic, scalable framework that you can migrate into any future project, instead of customizing one project’s inventory until it becomes unusable anywhere else. I’m aiming for something that can handle basic pickup interactions now, but also expand into UI popups, different interaction outcomes, and eventually the systems you’d need for a full game. In this video I set up a clean folder structure, import free Kenney Food Kit meshes/icons for testing, and then lean hard into Gameplay Tags as the backbone (hierarchical tags like Item.Consumable.Food.Mushroom). I build a Primary Data Asset pipeline for item definitions, a Data Table that maps item tags to those assets, and a Blueprint Function Library function to fetch item data by tag—so we keep a single source of truth instead of duplicating item variables across UI, actors, and components. From there I wire up test item blueprints to auto-assign meshes in the construction script, add a reusable “update item physics” function, and start laying the foundation with an Item Container Component and an Interaction Manager Component on the character.

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