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Creating an Inventory System and Interaction System in Unreal Engine 5.4 | Episode 06

2.5K views· 80 likes· 87:52· May 9, 2025

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"Creating an Inventory System and Interaction System in Unreal Engine 5.4 | Episode 06" Welcome to Episode 06 of our Ultra Modular Inventory and Interaction System! In the last episode we implemented functionality to activate hotbar slots with consumables in them and upon activation subtract from the quantity and edit the players attributes accordingly. In this episode we will begin implementing how our system will handle activating hotbar slots when equipment is in the slot you are activating. We start with outlining our process goals and then developing the algorithm that will handle spawning equipment and attaching it to our character as necessary! In the next episode of this series we will sync our animation blueprint and have it change and update depending on what equipment is in our hands. 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: Episode 01: https://kenney.nl/assets/food-kit Episode 06: https://drive.google.com/drive/folders/1TZ2nlfovaYqV1TdXMLLGFl21GHu609wa?usp=drive_link Ultra Modular Inventory and Interaction System Playlist: https://shorturl.at/VV9xj G.A.S-Inspired Blueprint Ability System Playlist: https://www.youtube.com/watch?v=z49Jdl3P_hQ&list=PL0zWv7YMgzd7tJtO0rmX6QEhU4lcwAadp&pp=gAQB **Look for pinned comment explaining any bugs possibly found after video’s publish date. The best way to get further help is in the CreativeKit Discord!** You can download the project files for all my tutorial series at my Patreon: https://www.patreon.com/yourcreativekit?utm_campaign=creatorshare_creator Join our Discord community: ht https://discord.gg/kcCcCYa4Cg One-Time Donations: https://cash.app/$yourcreativekit For business inquiries feel free to message me on Discord or email me at creativekitcontent@gmail.com

About This Video

In Episode 06 of my Ultra Modular Inventory and Interaction System for Unreal Engine 5.4, I move past consumables and start tackling handheld equipment. The goal is simple on paper: if you activate a hotbar slot that contains a handheld item, it equips—and if you press the same slot again, it should unequip. In practice, it gets surprisingly complicated once you account for real game rules and edge cases, so I walk through the diagram and thought process I’m using (heavily inspired by Valheim’s seamless “equip from hotbar” approach). I break handhelds into a separate category from armor-style equipment, then design a slot/blocking model that can handle one-handed, offhand shields, two-handed weapons, and special cases like torches. The key idea is: every handheld declares what slot it goes into and what other slots it blocks, and the equip algorithm resolves conflicts by unequipping what’s currently occupying blocked/required slots. I also introduce the idea of an equipment registry that can be accessed anywhere, so later systems (damage, traces, AI) don’t have to depend on a player-only “handheld manager” component. From there, I start building the foundation: gameplay tags, base blueprint classes (swords, greatswords, bows, shields, accessories), a handheld data asset, an enum for handheld slots, and item data wiring so handheld items can stay modular without bloating every item with irrelevant variables.

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