Slot based inventory that does NOT depend on a whole bunch of widgets and umg elements?

Slot based inventory that does NOT
depend on a whole bunch of widgets and
umg elements?

Just to save you time researching. It cannot be done and should not be done. Using custom widgets is the most powerful feature of the UMG, by trying to cram everything into a single blueprint you’ll be shooting yourself in the foot. Modularity and code reusability are key. It’s also about performance, user experience, overcoming UMG’s limitations (not talking about Slate here) and, most important of all, maintenance.

Admittedly, inventories are far from easy to code so:

me being super ■■■■■■■ new

…is a valid reason for struggle. Perhaps you should consider breaking it into small elements and work on them one-by-one, as you go.

I’d rather just have the inventory and
slots already there and just show info
if they are full. That is where I’m
running into problems cause any
problem I have isn’t fixable by
looking at the tut since they are
doing it different from me.

Interestingly enough, this is the way to do it, actually - your way. Notice how you said you want the slots to be already there, indicating you need more widgets (slots) rather than less widgets; pretty much negating what you stated in the topic.


TL;DR - unfortunately, you will need bunches of widgets to pull it off. A fully-featured moderately complex inventory is a rat’s nest of wires, Event Dispatchers and Interfaces all spread unevenly across multiple blueprints (some of them cannot even be widgets since they do not Tick offscreen and are prone to Garbage Collection and also get destroyed when transitioning from level to level.