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Creating an Inventory System and Interaction System in Unreal Engine 5.4 | Episode 03

5.6K views· 123 likes· 69:42· Feb 12, 2025

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"Creating an Inventory System and Interaction System in Unreal Engine 5.4 | Episode 03" In this episode, we expand on the visual elements in our inventory and interaction system by implementing drag and drop, a player hotbar and dropping items into the world. We also edit our previous functions to allow automatic item stacking in new inventory slots. 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 https: https://discord.gg/kcCcCYa4Cg

About This Video

In Episode 03 of my Ultra Modular Inventory + Interaction System series for UE 5.4, I fix a really annoying edge case from earlier: when your stack is capped (like my carrot max stack of 50), the extra items shouldn’t just disappear. I go back into the Item Container Component and refactor my original “Try Add Item to Inventory” flow by building a couple helper functions (like adding at an index and finding a valid slot), then I wrap the logic in a while loop that keeps adding one item at a time until either the quantity is fully placed or we run out of space. The big takeaway is the system now automatically finds a new slot and handles stacking without you babysitting it. After that, I move into UI: drag and drop. I set up a DragDropOperation blueprint with a source container and source index, detect drag from the item widget, spawn an item preview widget, and then handle OnDrop by switching slots. Then I push it further: if you drop an item onto the same tag, I don’t want a swap—I want a merge, so I hook the “try add already existing item” logic into slot switching. Finally, I start wiring up storage: a basic chest with its own storage container component, gameplay tags to open the storage UI, and UI manager events to show/hide inventories cleanly.

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