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Creating an Inventory System and Interaction System in Unreal Engine 5.4 | Episode 07 | Series

1.2K views· 35 likes· 41:43· Jul 26, 2025

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"Creating an Inventory System and Interaction System in Unreal Engine 5.4 | Episode 07 | Series" Welcome to Episode 07 of our Ultra Modular Inventory and Interaction System! In this episode we get started with defining our data and creating our blueprints for our crafting and production system; and ultimately setting up their interaction settings. In the next episode we will start building out our widgets for their UI. Presentation showed: https://shorturl.at/01GBV 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/folder... Ultra Modular Inventory and Interaction System Playlist: https://shorturl.at/VV9xj Universal Damage System Playlist: https://shorturl.at/KvL38 G.A.S-Inspired Blueprint Ability System Playlist: https://shorturl.at/RdtSb *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!* Discord Server: https://discord.gg/kcCcCYa4Cg Patreon: https://patreon.com/yourcreativekit Become a YT Member: https://shorturl.at/3J8yu CashApp: https://cash.app/$yourcreativekit

About This Video

In Episode 07 of my Ultra Modular Inventory and Interaction System series for UE 5.4, I finally circle back after spending time on the damage system and other projects. This one’s intentionally shorter, and the goal is simple: get the crafting/production/conversion “station” foundation in place so the next episode can focus purely on UI widgets. I walk through how I’m thinking about stations as just another interactable type, and I split them into three categories: crafting stations (hold a button to craft one item), production stations (feed items + fuel and let it run over time), and conversion stations (longer one-to-one conversion with a delay). From there I build the data setup: a Primary Data Asset for station definitions, gameplay tag containers for fuel items, and a gameplay tag → float map for craftable outputs where that float is the “production rate” (used differently per station type). I also create a global Craftable Item Definitions data table that maps an output tag to its required recipe (array of inventory slots). Along the way I fix a small stacking bug (using FoundQuantity vs TargetQuantity), set up station item data + gameplay tags, create a StationBase blueprint with shared interface behavior, and wire Interaction Manager → UI Manager to prove the “Display Station UI” path works. If you get stuck, the Discord is still the fastest way to get help.

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