Building inventory, data structure related question.

Hi,

I am starting to work on an inventory system using blueprints only. I plan to have a number of interactive objects in the scene, including collectable items as well as other interactive objects such as simple portals which are dynamically linked during the play. To hold all the states of items inside of inventory and in the scene, I am thinking of making a special data only class to act like a data container (or a database). When an item is picked, it is destroyed in the scene but it will remain in the DB where it will be linked to the player’s inventory. This item might be dropped later. In that case its parameters need to be saved in the DB in order to re-spawn the object.

The question is what would be the best way to approach it. What would be the most efficient way to store all the data about interactive objects? How can I make an effective storage for objects which may have different parameters for different types in a single data structure? Ideally, I would like it to be easily expandable for multilayer games. Please advice.

Thank you!

It depends on how you prefer it. I have typically created data tables to list all the item names, weight, value, held mesh, dropped mesh, etc. You can create a structure array though within your player character and just add all those variables within it and then in a parent item, have a default value for all of those variables. Then when you make each item from that parent, they have the defaults that can be altered and passed into the struc after the pickup event is called such as name, class, quanity, etc.