Hello everyone,
I’ve just completed Day 12 of my Unreal Engine 5 Gameplay Engineer journey.
Today I improved my consumable item system by implementing inventory item removal after usage.
Features implemented:
RemoveItem Function
Consumable Item Logic
Inventory Updates
Health Restoration
Equipment Integration
Automatic Re-Equip Logic
Current gameplay flow:
Collect Item
↓
Add To Inventory
↓
Equip Item
↓
Use Item
↓
Restore Health
↓
Remove Item
Example output:
Equipped: Coin
Added Item: Coin
Inventory Size: 1
Using: Coin
Health: 25
Removed Item: Coin
Inventory Size: 0
Healing 25 HP
Current project systems:
Day 1 - First C++ Actor
Day 2 - Character Movement
Day 3 - Health System
Day 4 - Sprint System
Day 5 - Double Jump
Day 6 - Interaction System
Day 7 - Collectible Items System
Day 8 - Inventory System
Day 9 - Equipment System
Day 10 - Item Usage System
Day 11 - Consumable Items System
Day 12 - Consumable Item Removal System
One issue I discovered during testing was that the character became unequipped after consuming an item even when more items were still available in the inventory. I fixed this by automatically equipping the next available item whenever the inventory is not empty.
This project is part of my journey to become a Gameplay Engineer by building gameplay systems from scratch in Unreal Engine 5 using C++.
Video:Day 12:https://youtu.be/Sd1Jw0DJS58
[PASTE YOUR YOUTUBE LINK HERE]
Any feedback, suggestions, or code review comments are welcome.
Thank you!