[Released] Item Enhancement System — Pure C++ | UE 5.4–5.8

A standalone item enhancement system built entirely in Pure C++, inspired by Korean MMO enhancement mechanics (Odin, Lordnine style). Zero-Tick, event-driven, no hard dependency on any inventory system.

Key Features:

  • Standard Enhancement — single item, target-level input, stops immediately on destroy
  • Safe Enhance — instant batch-resolve within a fixed per-category safe range (Weapon 6 / Armor 5 / Accessory 3), auto-disabled once a target level exceeds it
  • Multi-Enhance Queue — up to 10 items of the same category, processed sequentially; destroyed items removed individually while the rest continues
  • Free material selection, real-time filtering (pooled picker)
  • Real-time gold cost calculation
  • DataTable-driven rules — 40 rows across Weapon/Armor/Accessory
  • Interface-based integration (IEnhanceableItemInterface, IEnhanceResourceProviderInterface)
  • 8 Blueprints / 19 C++ Classes
  • Demo character + full UMG enhancement UI included

Engine Compatibility: UE 5.4 – 5.8
Documentation: Setup Guide + DataTable Structure Guide (EN/KR) included

Available now on Fab: Item Enhancement System - Pure C++ | Data-Driven Item Upgrade (UE 5.4–5.8) | Fab

This looks like a well-structured enhancement system, especially with the event-driven approach and DataTable-based rules. I like that it supports both individual and multi-item enhancement while keeping the integration independent of a specific inventory system.

The interface-based design also seems useful for integrating the system into existing projects without creating unnecessary dependencies. Supporting UE 5.4 through 5.8 is another nice advantage for developers working across different engine versions.

The included documentation and demo UI should make it easier to evaluate and integrate. Nice work!