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Creating an Inventory System and Interaction System in Unreal Engine 5.4 | Episode 04

3.5K views· 101 likes· 29:16· Mar 14, 2025

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"Creating an Inventory System and Interaction System in Unreal Engine 5.4 | Episode 04" In this episode, we finalize drag and drop by fixing the bug that deleted items when dragging onto inventory slots at max stack size, implement that ability to flag items as not stackable, and add some juice to our UI with widget animations and sound effects! In the next episode we will start building our blueprint infrastructure to equip and use items from our hotbar! 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! https://discord.gg/kcCcCYa4Cg https://patreon.com/yourcreativekit Assets used in series: Episode 01: https://kenney.nl/assets/food-kit Episode 04: https://kenney.nl/assets/category:Audio?sort=update Ultra Modular Inventory and Interaction System Playlist: https://shorturl.at/C6VaU

About This Video

In Episode 04 of my Ultra Modular Inventory + Interaction System series for Unreal Engine 5.4, I focus on cleaning up a nasty drag-and-drop edge case: if you dragged an item onto a slot that was already at max stack size, the UI would wig out and you could end up deleting items. I fix this inside my Item Container Component by adding a simple max-stack check (using a new Blueprint Function Library helper) so that when the target stack is already full, the drag just cancels instead of doing anything destructive. I also add a “Stackable?” boolean to my primary item data asset. The idea is simple: later on, stuff like swords/equipment shouldn’t stack even if you technically could force it by setting max stack to 1. With the new “Is Item Stackable?” function, I gate the “already exists in inventory” add-path so non-stackable items don’t merge into a stack. To finish it off, I add some UI juice: a subtle hover scale animation on the item widget (with nicer curves in the graph editor), tweak playback speed, and hook up randomized hover sounds using a Sound Cue with a Random node and Modulators for pitch/volume variation. I also add quick open/close inventory sounds to give the whole UI more character.

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