Action RPG Inventory System

Hi Pirate,

thx for this awesome inventory system. I allready started my own one, but after i bought your system i know that i would just reinvent the wheel :D. I implemented a Weapon/Damage System and it works great with your system. Thx for all the work.

One thing - not really a problem, more a “what the heck did if miss” - i stumbled over is the integration of new variables to the InventoryItem. You have to update the “Make Inventory” Node on the InventoryManagerComponent (and in the demo content like InventoryPlayerController, World Actor etc, if you use it) or else the item gets the default value defined for the new variable. Just as a notice, if someone else encounter this problem. Maybe it would be a nice addition to move these into a function library for easy access, because only the amount value does change.

The next step on my list is the implementation of a item depencies like a ammunation system. What do you think would be the best starting point for integrate this? After i equip a weapon i can cylce through the inventory Items and look for Ammo Items the weapon can use, basicly the same way the “UpdateEquippedStats” function does it, right? And after i fire a shot i would reduce the amount of the first ammo item of that type i encounter in the list. Or is there another way which would be better?