BD Inventory is a complete, replicated item framework for Unreal Engine 5.8: inventory, equipment, interaction, vendors and crafting, with a finished Common UI front end.
Add the components to your character, create items by right clicking in the Content Browser, and press Play. Blueprint and C++. Single player, listen server and dedicated server. Every screen, widget, HUD part, icon and sound can be replaced from Project Settings, and your changes live in your project, so plugin updates never overwrite your work.
It is the C++ and Blueprint rewrite of the popular Modular Inventory pack: a real code plugin with source included, and old MI names keep working through shipped redirects.
WHY DEVELOPERS CHOOSE IT
Finished. Inventory, container, shop and crafting screens, dialogs, HUD, toasts and 3D prompts. Mouse, keyboard and gamepad, with the key glyph of the device in use.
Server authoritative. Every action is a validated request. Clients cannot move items they do not own, buy out of range or craft without ingredients.
Items are Blueprint classes, not table rows. Override what happens on stack, use, drop, equip and craft. Per copy state (durability, charges, tags) replicates and saves.
Modular. Replace one slot widget, one screen or the whole look by gameplay tag.
Documented and tested. 191 page PDF, 15 tutorials, a picture of all 237 Blueprint nodes, 10 automation tests and a dedicated server plus two client acceptance test.
FEATURES
Items
Item, Equippable and Consumable Blueprint classes from the right click menu
Overridable events: Can Stack With, Can Be Added, On Use, Can Be Dropped, On Equipped and more
Replicated per item variables and instance tags, rarity, categories, max stack, max carried, weight, value
Consumables: health, any Gameplay Effects, required and blocked tags, shared cooldowns
Inventory
Fast array replication: only changed stacks are sent
Slot and weight limits that equipment or effects can raise (backpacks, buffs)
Starting items, atomic consume, drop, use, sort, currency as an ordinary item, custom accept rules
Equipment
13 tag slots, plus per character slot lists (mounts, robots, NPCs)
Skeletal and static mesh visuals, async loading, sockets, equip animations
Grip poses that curl fingers around weapons with no extra animations
Stat modifiers, Gameplay Ability System loadouts and equip requirements
Interaction
Tap, Hold (bar fills and drains) or Mash, as swappable behaviour objects
9 built in actions: give items, heal, open screen, change state, lights, move actors, spawn, sound, send event. Write your own in Blueprint or C++
Requirements (items, equipment, tags), uses, cooldown, respawn, on and off state, interactor animations, 3D indicators
World, vendors, crafting
Container, vendor, crafting station, pickup and interactable actors: a mesh plus components
Pickups on any actor: interact, walk over or magnet, respawn, physics drops that keep item state
Vendors: stock, markup, sell ratio, restock timer, dynamic price events, shopkeepers wearing real gear
Recipes as Blueprint classes: ingredients, time, animation, tags, events. Cancel with refund, resume after a load, per station themes
Health and Gameplay Ability System
Vitals component and attribute set (health, armour, strength, weight and slot bonuses, interaction speed)
Interact and Use Item abilities, block tags that switch systems off while stunned or dead, and gameplay events for item, equip, craft, trade and interact
Uses your own ability system if your project has one
UI (Common UI)
3 themes: Midnight, Emerald, Parchment. Colours, fonts, shapes and styles in one Blueprint
Replace any screen, dialog, widget or HUD part by tag. Duplicate to Project in one click
Extension points, icon libraries, glyph sets (keyboard, Xbox, PlayStation), notification styles
MetaSound presets that react to rarity, stack size, price and health
Editor tools
Create menu for items, recipes, actions, themes, sound sets, icon libraries and screens
Screen factories, details panel buttons, UI overview window, console commands
Demo and docs
Playable demo level: market with 5 vendors, 4 crafting stations, 47 items, 27 recipes, harvest nodes, chests, a gallery and a character with 18 gear pieces
191 page PDF manual: install, concepts, every system, tutorials with real Blueprint graphs and C++, settings, tag reference, troubleshooting, testing, API reference
Works with BD Save (optional, free)
Inventory, equipment, health, crafts, vendor stock, pickups and interactables saved and restored with no setup
GOOD TO KNOW
Windows is tested. The code is platform neutral; Mac and Linux are untested.
Items are Blueprint classes by design. There is no data table importer.
The demo level uses Epic's Mannequin (Fab / UE EULA). Delete Content/Demo to ship without it.
A gamepad test plan is included. It was not run on a physical controller for this release.
Unreal Engine 5.8 only.
Console certification (save sizes, icons, prompts) is yours to handle.
DEPENDENCIES
CommonUI, EnhancedInput, GameplayAbilities, Metasound, AudioModulation. ControlRig, FullBodyIK, ACLPlugin for the demo mannequin only. Optional: BD Save (free). No third party libraries.
API