Vigyata.AI
Is this your channel?

Creating an Inventory System and Interaction System in Unreal Engine 5.4 | Episode 02

9.5K views· 175 likes· 86:18· Jan 31, 2025

🛍️ Products Mentioned (4)

"Creating an Inventory System and Interaction System in Unreal Engine 5.4 | Episode 02" In this episode we get started on the visual elements of our interaction and inventory system in Unreal Engine 5.4. We start on our item container parent component and create our first few widgets to get a grid of items on our screen. 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 in series: Episode 01: 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 00:00:00 Intro 00:00:50 Previous Episode Changes 00:01:47 Adding Items to Inventory 00:19:55 Testing and Interaction Change 00:26:21 Removing Items from Inventory 00:39:24 Switching Item Slots for Drag n Drop 00:44:27 UIManager Component and Item Widget for UI 01:05:08 Item Grid Widget 01:22:56 Outro

About This Video

In Episode 02 of my Ultra Modular Inventory and Interaction System series, I start building the actual inventory logic and the first visual/UI pieces in Unreal Engine 5.4. Before I dive in, I make a quick quality-of-life change to the interaction trace by turning the trace channel into a variable and grouping all instance-editable settings into a “Defaults” category—so when you migrate the system into a new project, you can dial in radius, tick rate, debug, and channels without digging through graphs. From there I build the inventory around an array of an InventorySlot struct (Gameplay Tag + Quantity), and I resize the array on Begin Play so you always have a consistent grid of slots (like the “25 squares” you expect when you open an inventory). I add helper functions like “Does Item Exist,” “Find First Empty Slot,” and “Get Inventory Length” (valid items only), plus stack math that respects Max Stack Size. I also implement removing items (optionally dropping them), a basic slot switching function for drag-and-drop later, and a debug print flow so you can verify everything is behaving. Finally, I start laying down the UI foundation with a Player Display parent widget, a HUD screen, and a crosshair, plus a UIManager component that initializes and adds the display to the viewport.

Frequently Asked Questions

🎬 More from Creativekit