"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

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