Backpack is exactly what I had in mind. The entire inventory is getting an overhaul soon, but the one thing we have to think about in VR is holster space. In the future the white boxes are going to become actual meshes of various holsters which should free up some body space.
I guess my question is, how should the backpack work? I have and idea that it is just some thing you pull out (like the gallery) and stuff is just inside of it in sort of a free floating holster. I also want a quick holster spot for things like grenades. throwing knives, etc on the right upper chest. I do think that some sort of holster on the front of the person should hold non-weapon items. I could do something like using the bullet/mag inventory holster to also holster keys and then have Icons pop up around it showing what is in it. This is getting closer to a UI inventory though.
I agree, for immersion the holsters need to be physical. Maybe a pocket holster on the opposite side of the secondary holster that can take any item?
I have been getting a lot of requests for inventory stuff so it for sure is going to be one of the first systems we improve.
Actually, I think I might add in a “generic item” holster for 1.0.2, it’ll be circle instead of a square to help distinguish it from other holsters. I will also add the holster logic for BP_BasicStaticMeshPickup so things like keys, or cans of beans don’t have to be skeletal.
This should start us in the right direction.