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Data Assets and Types

Definitions​

PDA_ItemDatabase provides InventoryKey, TargetInventoryTag, RequirementTags and hard-reference Entrys. PDA_InventoryMaster provides ItemID, ItemQuality, bCanStack, MaxStackSize, bCanTradeWithPlayers, Weight, ItemType, three tag containers and soft presentation/typed references. Field defaults and editor conditions are in Header Reference.

Typed master fieldAsset class
InventoryFoodData, InventoryMedicalDataPDA_InventoryConsumableData
InventoryWeaponDataPDA_InventoryWeaponData
InventoryWeaponAttachmentDataPDA_InventoryWeaponAttachmentData
InventoryAmmoDataPDA_InventoryAmmoData
InventoryMagazineDataPDA_InventoryMagazineData
InventoryCraftingDataPDA_InventoryCraftingData
InventoryToolsDataPDA_InventoryToolsData
InventoryArmorDataPDA_InventoryArmorData
InventoryTaskDataPDA_InventoryTaskData
InventoryOtherDataPDA_InventoryOtherData

Consumable assets contain type and food/water/health/armor values. Other populated types expose native metadata such as weapon/ammunition/magazine or task values; Crafting, Tools and Other are currently empty classes. These references do not automatically connect Cube Weapon or perform consumption/equipment.

PDA_InventoryItemDescription contains Description and TextMap. PDA_InventorySlotData contains FInventorySlotData (ItemName, Icon, Usability) and implements GetSlotData. FInventoryInfo is an auxiliary metadata structure, not the replicated runtime entry or the master class.


Runtime and Input Structures​

FRepInventoryData is the replicated stack record; FInventoryList is its serializer. FInventoryControlTypeArray wraps an Input enum array. FInventoryControlWidgetMap wraps WidgetMap. FInventoryOpContext describes a local operation request/result.

InventoryEnumTypes declares capacity, item category, quality, usability, consumable, control, prediction, UI-state and operation-state enums. Use Header Reference for the complete enum declarations. Future-looking enum/tag names should not be treated as implemented operations.