EasyStudio - Minimal Inventory Runtime - Multiplayer Ready

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Minimal Inventory Runtime is a lightweight, multiplayer-ready inventory system for Unreal Engine 5.7 that focuses on the core gameplay loop: collect items, manage stacks, equip/consume them, drop them into the world, and persist progress.

Designed as a Windows-only code plugin, it provides a clean C++ foundation with extensive Blueprint exposure so you can integrate it into FPS, survival, RPG, dungeon crawler, extraction, and sandbox projects without rewriting the same inventory logic every time.

What you get

• Replicated inventory component (server-authoritative, client-notified)

- Robust stack management

- Add/remove/move/split behavior suitable for typical inventory UIs

• Item definitions + use types

- Items can define how they behave when used (Equip / Eat / Consume / generic Use)

- Blueprint events are exposed both as general “item used” callbacks and as dedicated events per action type

• World interaction loop

- Pickup actors that transfer item stacks into an inventory

- Drop stacks into the world

- Optional “drop bag” container flow for dropping multiple items as a container

• UI support (Slate + optional UMG integration)

- Runtime UI subsystem helpers

- Widget base classes for building your own hotbar/main inventory UI

- A Slate UI foundation you can extend or replace

• Built-in optional sound hooks

- Play a sound when picking up an item

- Play a sound when dropping an item

- Play a sound when dropping a bag/container

- Sounds are played on the owning client to avoid duplicating audio for other players

• Save/persistence utilities

- SaveGame-based persistence types and a persistence subsystem to help you keep inventory state between sessions

• Packaging-friendly and submission-ready

- IWYU/non-unity safe coding practices

- Proper descriptor metadata for Fab/Marketplace

- Includes documentation and a clean plugin folder structure

Why this plugin

Most projects need an inventory, but implementing it well takes time: replication, edge cases (partial pickups, stack splits), action routing, UI hooks, and persistence. This plugin provides the “boring but critical” groundwork so you can focus on your game’s unique mechanics and content.

Use cases

• Survival / crafting

- Collect resources and consumables

- Save/load inventory between play sessions

- Drop items into the world when over-encumbered

• FPS / extraction

- Quick pickup/drop loop

- Hotbar-style usage

- Server-authoritative actions for multiplayer fairness

• RPG

- Equip items and react through dedicated Blueprint events

- Consume food/potions with separate “Eat” vs “Consume” hooks

- Extend item definitions with your own attributes and gameplay logic

• Dungeon / roguelike

- Drop bags/containers when players die or when generating loot caches

- Replicated inventory state for co-op gameplay

Blueprint-first friendliness

Even though it is a C++ plugin, it is built to be used from Blueprint: key actions are exposed, and you can respond to events like OnItemEquipped / OnItemAte / OnItemConsumed (and their Id variants) without needing to modify plugin code.

Windows-only

This plugin is intended for Win64 development and Win64 packaged builds.

Important note

This is a runtime plugin (no editor module).