A standalone, DataTable-driven reward container system built entirely in Pure C++ with a Zero-Tick, event-driven architecture. No hard dependency on any inventory or save system — reward delivery and persistence both go through interfaces you implement yourself.
Key Features:
- DataTable-driven container/reward definitions, configurable pick-N-of-M slot selection
- 5 reset types: OneTime, Daily, Weekly, Interval (custom hours), Always
- IRewardReceiverInterface for reward delivery, IRewardPersistenceInterface for save/load (in-memory fallback if not implemented)
- OnContainerOpened / OnRewardSelected / OnContainerOnCooldown delegates
- Pooled TileView demo UI, ready to run (bundled demo widget resolves the component from PlayerState only)
- 5 Blueprints, 8 C++ classes
Engine Compatibility: UE 5.4 – 5.8, Win64
Documentation: Setup Guide (EN) included
Dependencies: Enhanced Input plugin
Available now on Fab: Reward Container System — C++ | Data-Driven Selectable Rewards Plugin | Fab
Happy to answer any questions about the architecture or DataTable setup.





