How can I use DataTables to drive UI elements like inventory or skill lists dynamically?

I’ve started working on an inventory system and want to drive the UI using DataTables rather than hardcoding everything in Blueprints. For example, showing item icons, stats, or descriptions from a DataTable. I’ve created the structure and filled some data, but I’m not sure how to bind that cleanly to my UI widgets. Any step-by-step advice?

Hi there good start, structs and data table are good , try to have a good definition base: itemid, icon, name, type, stacks size, is stackable, 3D mesh .. try to have a decent struct even not everything is used for every item.

You can use data tables for types as defination or data assets is also good. You can have data assets on inventory system.. these are added removed from inv system doing its own bookkeeping.

When it comes to ui and managing inventory, lets say player opens equipment slots panel to see items equipped, you can query inventory get type-> equippable and display items for to use (as a simple example)

If it’s a multiplayer game then there is more steps to it even just for it’s basics.

On high level couple of things to keep in mind

  • use logic gates, how systems talk to each other. Inventory would talk with many things so keep it contained. Ex: on loot an item can be “use on pickup” or “equip on pickup” , a use on pickup can trigger an ability, equip on pickup can trigger weapons system.. or item can be used from ui and should trigger inventory use so it’s separated.
  • Try to use separated data tables as much as possible for item descriptions (if you use) after all long lists mean longer search time.
  • its read only, if you are creating a procedural generation you cannot use it fully and create new statics, however randomization etc still be made to a certain point
  • Try saving inventory as another save object, it would be more efficient when a change happens still is your choice
  • Try optimization in queries like, ammo which needs to be fast and you can keep those in memory partly or check is last query matches new and accept last…or you getting inventory data for bag if you have many items loading async is nice method.
  • Try to have inventory components talk with other components if references pointed (like they merge) usefull for stash/bank, vehicle etc.
    These are the ones from top of my head

For skills depends on how you define a skill: However its similar and can be part of the inventory.

I have WeaponModules as type that can be picked up or purchased. When player have that in inventory it simply can change how weapon module shoots. It can create faster rate of fire, less recoil even define additional shooting mechanisms like rocket launcher on mod becomes homing rocket.

So its similar, however it can get more complex than that

EX:

You have jump ability

  • On some progression pressing ctrl on jump should instant land player ( if there is enemy under gets crushed maybe even glory kill)

You don’t necessarility bind this through an inventory system if progression is not picked up. If a currency is used to unlock progression → currency itself can be inventory. Progression can be just data and some tags added to player unlocking new skill class.

Let me know if it helps