Black Dawn Studios - BD Inventory: Inventory, Crafting and Trade

Tutorials

Demo Video

Discord

Documentation

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