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Extensibility

Content and Presentation​

Add masters/databases and register them in settings. Use Blueprint child components and widgets with valid native bindings. Configure UI maps by ItemType. Empty typed Data Asset classes provide places for project metadata, but extending metadata alone does not implement behavior.

Interfaces decouple manager calls, Fast Array listeners, payload access and drag/drop targets. See Interfaces for their actual reflected methods. A custom InventoryComponent child should preserve replication, GUID identity, dirty marking and weight updates.


Gameplay Features​

Consume/equip/trade actions require an authoritative project path. Read item metadata, validate the action on the server, mutate quantities through a suitable supported route, then apply the gameplay effect. Persistence and unique-instance properties need a project data model; this plugin supplies neither a SaveGame format nor durable per-unit IDs.


New Operations​

Registering a Gameplay Tag does not create an execution branch. A native operation extension needs a context/wrapper, operation-specific validation, dispatch/execution, results and tests. The current manager methods are not an arbitrary Blueprint operation plug-in registry; adding new branches requires maintained C++ changes or a separate project service.

Do not blindly call low-level interface functions as a workaround for documented defects. They can bypass authority, capacity and item validation. Integrate only after defining the necessary contract and tests. The listed Implementation Limits are source defects/constraints, not extension features.