# Handing Item Drop/Pickup

**URL:** <https://forums.unrealengine.com/t/handing-item-drop-pickup/8463>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [July 29, 2014, 11:38pm UTC](https://forums.unrealengine.com/t/handing-item-drop-pickup/8463 "2014-07-29T23:38:27Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Tom\_Looman](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tom_looman/32/1215549_2.png) [@Tom\_Looman](https://forums.unrealengine.com/u/Tom_Looman)\
**Post date:** [July 29, 2014, 11:44pm UTC](https://forums.unrealengine.com/t/handing-item-drop-pickup/8463/2 "2014-07-29T23:44:22Z")

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Hi,

I’ve dealt with this issue before, to be honest I haven’t decided on what is “best” and I’ve seen people using different approaches.

For player inventory I decided to split the items into multiple blueprints, one for in-world the other for in-inventory. This does build up to a lot of blueprints in the basic implementation, but you would probably end up using a DataTable once your item size grows beyond just a few.

Here is how I did my inventory system: [http://www.tomlooman.com/tutorial-basic-inventory-system-in-blueprint/](http://www.tomlooman.com/tutorial-basic-inventory-system-in-blueprint/)  
I’d say this isn’t perfect and I might make adjustments as the system expands (for example DataTables would have a big effect on this system and keeps number of unique BPs to a minimum)

More info on datatables:

> **[Data Driven Gameplay Elements](https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/DataDriven/)**
>
> Driving gameplay elements using externally stored data.

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