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Creating an Inventory System and Interaction System in Unreal Engine 5.4 | Episode 05

3.4K views· 78 likes· 142:30· May 3, 2025

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"Creating an Inventory System and Interaction System in Unreal Engine 5.4 | Episode 05" **This episode builds on the foundation laid in episode 1-3 of our G.A.S-Inspired Blueprint Ability System tutorial series. It is highly recommended to get to this point in that series before starting this episode** Be sure to check the comments for a pinned comment with any necessary fixes! In this doozy of an episode we fix some of the bugs that have been popping up in the community (join the discord), create a new file structure for our items that we will use from here on out, implement our ability system from my other tutorial series, define and route the proper data to our consumable items, querying and attempting to use/equip the item in our target hotbar slot, fix up our ability event system a bit, create 2 custom animations from the idle animation that comes in the template, and lastly move our interact and consume item functionality into our ability system. 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 G.A.S Inspired Blueprint Ability System Playlist: https://www.youtube.com/watch?v=z49Jdl3P_hQ&list=PL0zWv7YMgzd7tJtO0rmX6QEhU4lcwAadp&pp=gAQB

About This Video

In Episode 05 of my Ultra Modular Interaction and Inventory System series for UE 5.4, I start by cleaning up a couple bugs that kept popping up in the community. The big one is drag-and-drop: if you drop an item on itself, weird stuff happens because we never defined that scenario. So I add a simple “cancel drag” boolean, check whether the source container + index matches the target container + index, and if it’s the same slot I just cancel the operation so it behaves like nothing happened. After that, I fix a mistake in my “remove item from inventory” logic. I was searching by tag and grabbing the first matching stack—which breaks the second you have multiple stacks of the same item. The fix is to route the index through the UI and validate/get the item by index instead of relying on tag lookup. From there I start building the actual item blueprint hierarchy (materials, consumables, tools, melee weapons, storage, production) and set up a new way to attach auxiliary item data, like a consumable Primary Data Asset, without forcing casts everywhere. Finally, I migrate my G.A.S-inspired Blueprint Ability System into this project (on purpose, so I keep a reusable generic version elsewhere), recreate the gameplay tags, and begin wiring “try interact” and “try consume” as montage-based abilities with proper state tags and events.

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