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Creating An Inventory System And Interaction System In Unreal Engine 5.4 | Episode 09

1.9K views· 42 likes· 25:36· Sep 24, 2025

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Hey guys! Welcome to the NINTH video in our Ultra Modular Inventory and Interaction System where we show you how to create an inventory and interaction system in Unreal Engine 5.4 | Episode 09 Many of our Discord community members have been requesting what basically boils down to a filter function for filtering different items that display in the inventory grid and that's what we cover into today's tutorial. Other Playlists Inventory Tutorial Series: https://shorturl.at/NtrMe Ability System Tutorial Series: http://bit.ly/40HzYXD Damage System: http://bit.ly/41d3aWx Building System Playlist: http://bit.ly/4l5NJXs Community Links Discord: https://discord.com/invite/kcCcCYa4Cg Patreon: https://www.patreon.com/c/yourcreativekit Become a YT Member: https://shorturl.at/rzkfr CashApp: https://cash.app/$yourcreativekit For business inquiries or contract work email me at creativekitcontent@gmail.com

About This Video

In Episode 09 of my Ultra Modular Inventory + Interaction System series for UE 5.4, I’m getting back in the swing of things with a quick but super practical feature: inventory filtering. A bunch of people in the Discord were basically asking for “some kind of filter function,” so in this video I build a clean way to show only certain item categories in the inventory grid—like food, weapons, materials, equipment, whatever you want—using Gameplay Tags. I add instance-editable Filter Tags on the parent Item Container Component (and I tuck those settings into a proper “Settings” category so it’s not a mess). Then inside the Item Grid widget, I create a Get Filtered Inventory function that takes incoming inventory slots + a tag container, loops the slots, and only keeps items that match. The key takeaway is: after filtering, you still need to resize the filtered array back to the original inventory length so your grid keeps its full empty-slot layout. I also hit a UE 5.4 gotcha where “Has Tag” didn’t behave like older versions for my use case, and switching to “Matches Any Tag” fixed it. Finally, I set up a Refresh Filtered Item Grid event so you can update filters at runtime (like button clicks) and choose whether to overwrite or append defaults—perfect for shops and specialized inventories.

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