This is one of the best grid inventory assets out there, and the fact that you not only update it regularly but also give it to us for free is mind blowing. The icon generator is also next-level, it’s easy enough to make images a dozen ways if needed but having it directly in-editor and integrated directly like this is very underrated and saves a ton of work if you’re planning on having an extensive inventory. I really appreciate all this hard work, it’s incredible. I’m planning on modifying it to work better with controllers since it seems very mouse and keyboard focused, but that’s definitely something I can do and not something I’d ask of you; what you’ve done is already an absolute feat, much appreciated.
Hello, and thank you so much for creating a wonderful FREE plugin for us!! I have really enjoyed following your tutorials and learning how this inventory system works. I have my custom character setup, and everything is working as per your last tutorial - stack split, drop, pickup, equip/unequip primary weapon.
Forgive my ignorance, but I seem to be having trouble interacting with a new item that has not been initialized yet in my inventory. The easiest example of this would be to cut down a tree, remove tree and spawn wood grid item on the ground to interact/pickup. If I put the same wood item in my inventory and right click/drop, I am able to pick it back up just like normal - but I can’t seem to figure out how to get a tree to drop the item and it work.
Maybe if you could just show how to hook up a simple keypress button to add a random or new grid item to inventory, that could help me? Like hit #5 key, and automatically put 10 apples (any item) into any available slot? I feel like I am missing the way the drop function is getting called. Perhaps a video on how to implement custom actions for that list would also be handy.
Sorry, I just keep adding to the list! I know you are constantly working on this, so any advice to solve this (even if it is just to wait for the next update) will be greatly appreciated. THANK YOU SO MUCH AGAIN FOR CREATING AN AWESOME FREE INVENTORY PLUGIN. Quite generous, in a world that is not so generous.
[FYI #1 - the workaround I use for this at the moment is to have the tree place a wood stash chest that contains my wood grid item. I can then interact with the stash and drag over my wood grid item into inventory. It does work, but this is not ideal. Automatically added to inventory would be best.]
[FYI #2 - When I plug in a Print String/Bool Output at the end of the character interaction line trace, that fires a false no matter if it successfully picks up an item or not. Wasn’t sure if that was me or if something was wrong there.]
Hey! Thanks for the great feedback.
If you’re creating items without an inventory component, you need to initialize them manually. I’ve made a Blueprint example inside BP_Stash
where I manually construct the object from a class and then initialize it. (You can see this in the first screenshot.)
However, if you don’t add the item to an inventory and just equip it in a slot, the item image won’t be generated. I’ll fix this issue in the next release.
For now, the simplest and honestly, my preferred way to set up your logic is to use an inventory component inside your tree.
You can assign any inventory asset (it just needs to be large enough to hold the dropped item)
In the BeginPlay of your tree, initialize the inventory component (as done in the Grid Character example). Then, when the tree is chopped down, retrieve the items from the inventory component and spawn item drop actors. This way, your player will be able to interact with the dropped items.
I’ve also attached screenshots of my setup.
With this inventory wrapper, you can easily drop items, and they will be properly initialized.
Hey everyone! A small update is here. It includes fixes for the action widget—it should now work properly on all resolutions. Also, you can no longer drag windows out of the viewport, so you won’t lose them anymore.
will this be updated to 5.6?
Yes, I will send 5.6 update today for fab’s approval
Grid Inventory Support for UE 5.6 was added!
Can you make it compatible with 5.4?
Unfortunately, it’s not possible to make it compatible with Unreal Engine 5.4. All .uasset
files were created in 5.5, and assets created in a newer version of Unreal Engine are not backward compatible. You can only upgrade assets to a higher version, not downgrade them.
As a possible workaround, you could try obtaining the plugin for 5.5 and then copying it into your project. The C++ code should work fine, but you’ll need to manually recreate the Blueprint assets and copy the logic from the 5.5 version. However, I can’t guarantee that it will work correctly.