Inventory useable item

Can someone point me to a tutorial or sample for setting up an item that can be used from the inventory without being equiped first and that is not consumed on use?

basically what base class and methods do I need to implement?

thanks in advance

Do you mean in the sense like food? “Allow Remote Use In Inventory” type deal?

No I don’t want it to be consumed like a food, more I want to trigger an action in blueprint when the item is used.

Just in case this isn’t clear, the behaviour I want is shown by the Death Helper.

  1. Construct in inventory
  2. Use the item from the inventory, behaviour is triggered (in this case the arrow to the corpse is shown)
  3. Item remains in the inventory, with a cooldown timer, for triggering again

So it must be possible to attach and trigger a blueprint action from an item in the inventory, but I can’t see how to attach an event or what type of base object to create?

Never seen a tut for anything like that but it should not be too difficult to accomplish.
You probably could use the “Craft don’t give item”, “Allow removal from inventory” & “BPCanUse” or “BPAllowCrafting” together then create an event in the graph on use that does what you want it to do

Thanks, Ill give it a try.

Base class: PrimalItem_Base?

Event Blueprint Used seems to be the trigger I am looking for, I’ll explore further.