Header Reference
Declarations are extracted from the current runtime module Public headers, retaining types, defaults and reflection flags. This appendix is a signature reference; behavior is documented in Subsystem API, Interfaces and Implementation Limits. A reflected function without BlueprintCallable or BlueprintPure is not a general Blueprint node.
InventoryComponent
Source: Public/Components/InventoryComponent.h.
Properties
| Field declaration | Reflection |
|---|---|
FGameplayTag InventoryIdentityTag | UPROPERTY(Blueprintable, EditDefaultsOnly, Category = "InventoryComponent|Config") |
EInventoryCapacityType CapacityType = EInventoryCapacityType::None | UPROPERTY(Blueprintable, EditDefaultsOnly, Category = "InventoryComponent|Config") |
float MaxInventoryCarryWeight = 25.0f | UPROPERTY(Blueprintable, EditDefaultsOnly, Category = "InventoryComponent|Config", meta = (EditCondition = "CapacityType == EInventoryCapacityType::WeightBased || CapacityType == EInventoryCapacityType::Hybrid", EditConditionHides)) |
int32 MaxInventorySlots = 10 | UPROPERTY(Blueprintable, EditDefaultsOnly, Category = "InventoryComponent|Config", meta = (EditCondition = "CapacityType == EInventoryCapacityType::SlotBased || CapacityType == EInventoryCapacityType::Hybrid", EditConditionHides)) |
FInventoryList InventoryData | UPROPERTY(Replicated, BlueprintReadWrite, EditAnywhere, Category = "InventoryComponent|State") |
float ActualInventoryCarryWeight = 0.0f | UPROPERTY(ReplicatedUsing="OnRep_ActualInventoryCarryWeight", BlueprintReadOnly, Category = "InventoryComponent|State") |
FOnInventoryEntryAdded OnInventoryEntryAdded | UPROPERTY(BlueprintAssignable, Category = "InventoryComponent|Delegates") |
FOnInventoryEntryRemoved OnInventoryEntryRemoved | UPROPERTY(BlueprintAssignable, Category = "InventoryComponent|Delegates") |
FOnSlotAdded OnSlotAdded | UPROPERTY(BlueprintAssignable, Category = "InventoryComponent|Delegates") |
FOnSlotRemoved OnSlotRemoved | UPROPERTY(BlueprintAssignable, Category = "InventoryComponent|Delegates") |
FOnSlotUpdated OnSlotUpdated | UPROPERTY(BlueprintAssignable, Category = "InventoryComponent|Delegates") |
FOnInventoryWeightUpdated OnInventoryWeightUpdated | UPROPERTY(BlueprintAssignable, Category = "InventoryComponent|Delegates") |
Reflected Functions
UFUNCTION()
void OnRep_ActualInventoryCarryWeight(float OldCarryWeight);
UFUNCTION()
void UpdateInventoryCarryWeight();
UFUNCTION(BlueprintCallable, Category = "InventoryComponent")
const TArray<FRepInventoryData>& GetInventory() const;
InventoryDragDropOperation
Source: Public/Data/InventoryDragDropOperation.h.
Properties
| Field declaration | Reflection |
|---|---|
FGameplayTag SourceInventory | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Data", meta=(ExposeOnSpawn=true)) |
FGuid SourceSlot | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Data", meta=(ExposeOnSpawn=true)) |
InventoryEnumTypes
Source: Public/Data/InventoryEnumTypes.h.
EInventoryCapacityType
enum class EInventoryCapacityType
{
None UMETA(DisplayName = "none"),
SlotBased UMETA(DisplayName = "SlotBased"),
WeightBased UMETA(DisplayName = "WeightBased"),
Hybrid UMETA(DisplayName = "Hybrid")
};
EInventorySlotUIState
enum class EInventorySlotUIState
{
Normal UMETA(DisplayName = "Normal"),
CanAccept UMETA(DisplayName = "Can Accept"),
CannotAccept UMETA(DisplayName = "Cannot Accept"),
Disabled UMETA(DisplayName = "Disabled")
};
EInventoryItemType
enum class EInventoryItemType
{
None UMETA(DisplayName = "none"),
Currency UMETA(DisplayName = "Currency"),
Food UMETA(DisplayName = "Food"),
Medical UMETA(DisplayName = "Medical"),
Weapon UMETA(DisplayName = "Weapon"),
WeaponAttachments UMETA(DisplayName = "WeaponAttachments"),
Ammo UMETA(DisplayName = "Ammo"),
Magazine UMETA(DisplayName = "Magazine"),
Crafting UMETA(DisplayName = "Crafting"),
Tools UMETA(DisplayName = "Tools"),
Armor UMETA(DisplayName = "Armor"),
Tasks UMETA(DisplayName = "Tasks"),
Other UMETA(DisplayName = "Other")
};
EInventoryItemQuality
enum class EInventoryItemQuality
{
None UMETA(DisplayName = "none"),
Poor UMETA(DisplayName = "Poor"),
Common UMETA(DisplayName = "Common"),
Uncommon UMETA(DisplayName = "Uncommon"),
Rare UMETA(DisplayName = "Rare"),
Epic UMETA(DisplayName = "Epic"),
Legendary UMETA(DisplayName = "Legendary")
};
EInventoryUsability
enum class EInventoryUsability
{
None UMETA(DisplayName = "none"),
Consumable UMETA(DisplayName = "Consumable"),
Equipable UMETA(DisplayName = "Equipable"),
Crafting UMETA(DisplayName = "Crafting"),
Task UMETA(DisplayName = "Task"),
Trash UMETA(DisplayName = "Trash")
};
EInventoryConsumable
enum class EInventoryConsumable
{
None UMETA(DisplayName = "none"),
Food UMETA(DisplayName = "Food"),
Water UMETA(DisplayName = "Water"),
FoodAndWater UMETA(DisplayName = "FoodAndWater"),
Health UMETA(DisplayName = "Health"),
Armor UMETA(DisplayName = "Armor")
};
EInventoryControlType
enum class EInventoryControlType
{
None UMETA(DisplayName = "none"),
LMB UMETA(DisplayName = "LMB"),
RMB UMETA(DisplayName = "RMB"),
CtrlLMB UMETA(DisplayName = "CtrlLMB"),
CtrlRMB UMETA(DisplayName = "CtrlRMB"),
AltLMB UMETA(DisplayName = "AltLMB"),
AltRMB UMETA(DisplayName = "AltRMB"),
ShiftLMB UMETA(DisplayName = "ShiftLMB"),
ShiftRMB UMETA(DisplayName = "ShiftRMB")
};
EInventoryPredictionType
enum class EInventoryPredictionType
{
Remove UMETA(DisplayName = "Remove"),
Split UMETA(DisplayName = "Split"),
Move UMETA(DisplayName = "Move"),
Merge UMETA(DisplayName = "Merge")
};
EInventoryOpState
enum class EInventoryOpState
{
None UMETA(DisplayName = "None"),
Requested UMETA(DisplayName = "Requested"),
Validating UMETA(DisplayName = "Validating"),
Predicting UMETA(DisplayName = "Predicting"),
Executing UMETA(DisplayName = "Executing"),
Replicating UMETA(DisplayName = "Replicating"),
Reconciling UMETA(DisplayName = "Reconciling"),
Completed UMETA(DisplayName = "Completed"),
Failed UMETA(DisplayName = "Failed"),
RolledBack UMETA(DisplayName = "RolledBack")
};
InventoryPayload
Source: Public/Data/InventoryPayload.h.
Properties
| Field declaration | Reflection |
|---|---|
FRepInventoryData InventoryData | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Data", meta=(ExposeOnSpawn)) |
FGameplayTagContainer PayloadTags | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Data", meta=(ExposeOnSpawn)) |
InventoryStructs
Source: Public/Data/InventoryStructs.h.
FInventoryInfo
| Field declaration | Reflection |
|---|---|
FName ItemID = "" | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FInventoryInfo") |
bool bCanStack = false | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FInventoryInfo") |
int32 MaxStackSize = 1 | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FInventoryInfo") |
bool bCanTradeToVendor = false | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FInventoryInfo") |
bool bCanTradeToPlayer = false | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FInventoryInfo") |
float Weight = 0.0f | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FInventoryInfo") |
FInventorySlotData
| Field declaration | Reflection |
|---|---|
FName ItemName | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FInventorySlotData") |
UTexture2D* Icon = nullptr | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FInventorySlotData") |
EInventoryUsability Usability = EInventoryUsability::None | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FInventorySlotData") |
FRepInventoryData
| Field declaration | Reflection |
|---|---|
FGuid SlotID | UPROPERTY(BlueprintReadOnly, Category = "FRepInventoryData") |
FName ItemID | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FRepInventoryData") |
int32 StackSize = 0 | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FRepInventoryData") |
int32 MaxStackSize = 1 | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FRepInventoryData") |
FInventoryList
| Field declaration | Reflection |
|---|---|
TArray<FRepInventoryData> Entries | UPROPERTY() |
UObject* Owner = nullptr | UPROPERTY() |
FInventoryControlTypeArray
| Field declaration | Reflection |
|---|---|
TArray<EInventoryControlType> Input | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryControlTypeArray") |
FInventoryControlWidgetMap
| Field declaration | Reflection |
|---|---|
TMap<EInventoryControlType, TSoftClassPtr<UUserWidget>> WidgetMap | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryControlWidgetMap") |
FInventoryOpContext
| Field declaration | Reflection |
|---|---|
FGuid OperationID | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext") |
FGameplayTag OperationTag | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext") |
EInventoryOpState OpState = EInventoryOpState::None | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext") |
TWeakObjectPtr<APawn> RequestingPawn | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext") |
TWeakObjectPtr<APawn> OtherPawn | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext") |
TWeakObjectPtr<UInventoryComponent> SourceInventory | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext") |
TWeakObjectPtr<UInventoryComponent> TargetInventory | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext") |
FGameplayTag SourceInventoryTag | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext") |
FGameplayTag TargetInventoryTag | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext") |
FGuid SourceSlotID | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext") |
FGuid TargetSlotID | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext") |
FName ItemID | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext") |
int32 RequestedAmount = 0 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext") |
int32 AppliedAmount = 0 | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext") |
FString FailReason | UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext") |
PDA_InventoryAmmoData
Source: Public/Data/PDA_InventoryAmmoData.h.
Properties
| Field declaration | Reflection |
|---|---|
FGameplayTag SlotCompatibilityTag | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
FGameplayTag AmmoTag | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
TSoftObjectPtr<UDataAsset> AmmoData | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
PDA_InventoryArmorData
Source: Public/Data/PDA_InventoryArmorData.h.
Properties
| Field declaration | Reflection |
|---|---|
FGameplayTag SlotCompatibilityTag | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
TSoftObjectPtr<UDataAsset> ArmorData | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
PDA_InventoryConsumableData
Source: Public/Data/PDA_InventoryConsumableData.h.
Properties
| Field declaration | Reflection |
|---|---|
EInventoryConsumable ConsumableType | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
float FoodValue = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ConsumableType == EInventoryConsumable::Food || ConsumableType == EInventoryConsumable::FoodAndWater", EditConditionHides)) |
float WaterValue = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ConsumableType == EInventoryConsumable::Water || ConsumableType == EInventoryConsumable::FoodAndWater", EditConditionHides)) |
float HealthValue = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ConsumableType == EInventoryConsumable::Health", EditConditionHides)) |
float ArmorValue = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ConsumableType == EInventoryConsumable::Armor", EditConditionHides)) |
PDA_InventoryItemDescription
Source: Public/Data/PDA_InventoryItemDescription.h.
Properties
| Field declaration | Reflection |
|---|---|
FText Description | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
TMap<FName, FText> TextMap | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
PDA_InventoryMagazineData
Source: Public/Data/PDA_InventoryMagazineData.h.
Properties
| Field declaration | Reflection |
|---|---|
FGameplayTag IdentifierTag | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
FGameplayTag AmmoTag | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
FGameplayTagContainer StatModifierTags | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
int32 MaxCapacity | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (ClampMin = "1")) |
TMap<FGameplayTag, TSoftObjectPtr<UStaticMesh>> MagazineMeshMap | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
PDA_InventoryMaster
Source: Public/Data/PDA_InventoryMaster.h.
Properties
| Field declaration | Reflection |
|---|---|
FName ItemID | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config") |
EInventoryItemQuality ItemQuality = EInventoryItemQuality::None | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config") |
bool bCanStack = false | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config") |
int32 MaxStackSize = 1 | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config", meta=(EditCondition="bCanStack", EditConditionHides)) |
bool bCanTradeWithPlayers = false | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config") |
float Weight = 0.0f | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config") |
EInventoryItemType ItemType = EInventoryItemType::None | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config") |
FGameplayTagContainer TargetSlotTags | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config") |
FGameplayTagContainer ActionTags | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config") |
FGameplayTagContainer GameplayTags | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config") |
TSoftObjectPtr<UPDA_InventoryItemDescription> ItemDescription | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
TSoftObjectPtr<UPDA_InventorySlotData> InventorySlotData | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
TSoftObjectPtr<UPDA_InventoryConsumableData> InventoryFoodData | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Food", EditConditionHides)) |
TSoftObjectPtr<UPDA_InventoryConsumableData> InventoryMedicalData | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Medical", EditConditionHides)) |
TSoftObjectPtr<UPDA_InventoryWeaponData> InventoryWeaponData | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Weapon", EditConditionHides)) |
TSoftObjectPtr<UPDA_InventoryWeaponAttachmentData> InventoryWeaponAttachmentData | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::WeaponAttachments", EditConditionHides)) |
TSoftObjectPtr<UPDA_InventoryAmmoData> InventoryAmmoData | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Ammo", EditConditionHides)) |
TSoftObjectPtr<UPDA_InventoryMagazineData> InventoryMagazineData | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Magazine", EditConditionHides)) |
TSoftObjectPtr<UPDA_InventoryCraftingData> InventoryCraftingData | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Crafting", EditConditionHides)) |
TSoftObjectPtr<UPDA_InventoryToolsData> InventoryToolsData | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Tools", EditConditionHides)) |
TSoftObjectPtr<UPDA_InventoryArmorData> InventoryArmorData | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Armor", EditConditionHides)) |
TSoftObjectPtr<UPDA_InventoryTaskData> InventoryTaskData | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Tasks", EditConditionHides)) |
TSoftObjectPtr<UPDA_InventoryOtherData> InventoryOtherData | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Other", EditConditionHides)) |
PDA_InventorySlotData
Source: Public/Data/PDA_InventorySlotData.h.
Properties
| Field declaration | Reflection |
|---|---|
FInventorySlotData SlotData | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
PDA_InventoryTaskData
Source: Public/Data/PDA_InventoryTaskData.h.
Properties
| Field declaration | Reflection |
|---|---|
FGameplayTag TaskTypeIdentityTag | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
FName TaskID | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
PDA_InventoryWeaponAttachmentData
Source: Public/Data/PDA_InventoryWeaponAttachmentData.h.
Properties
| Field declaration | Reflection |
|---|---|
FGameplayTag SlotCompatibilityTag | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
TSoftObjectPtr<UDataAsset> AttachmentData | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
PDA_InventoryWeaponData
Source: Public/Data/PDA_InventoryWeaponData.h.
Properties
| Field declaration | Reflection |
|---|---|
FGameplayTag SlotCompatibilityTag | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
TSoftObjectPtr<UDataAsset> WeaponData | UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data") |
PDA_ItemDatabase
Source: Public/Data/PDA_ItemDatabase.h.
Properties
| Field declaration | Reflection |
|---|---|
EInventoryItemType InventoryKey | UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Data") |
FGameplayTag TargetInventoryTag | UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Data") |
FGameplayTagContainer RequirementTags | UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Data") |
TArray<UPDA_InventoryMaster*> Entrys | UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Data") |
I_DragDropOperation
Source: Public/Interfaces/I_DragDropOperation.h.
Reflected Functions
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|I_DragDropOperation|Get")
FGameplayTag GetSourceInventory();
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|I_DragDropOperation|Get")
FGuid GetSourceSlot();
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|I_DragDropOperation|Get")
UInventoryPayload* GetPayload();
I_FastArrayListener
Source: Public/Interfaces/I_FastArrayListener.h.
Reflected Functions
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|FastArray|Callback|Slot")
void OnSlotAdded(const FRepInventoryData& Slot);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|FastArray|Callback|Slot")
void OnSlotUpdated(const FRepInventoryData& UpdatedItem);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|FastArray|Callback|Array")
void OnSlotRemoved(FGuid SlotID);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|FastArray|Callback|Array")
void OnArrayEntryRemoved(int32 FinalSize);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|FastArray|Callback|Array")
void OnArrayEntryAdded(int32 FinalSize);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|FastArray|Callback|Array")
void OnArrayEntryUpdated(int32 FinalSize);
I_InventoryDragTarget
Source: Public/Interfaces/I_InventoryDragTarget.h.
Reflected Functions
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|I_InventoryDragTarget|Get")
FGameplayTag GetSourceInventory();
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|I_InventoryDragTarget|Get")
bool CanStartDrag() const;
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|I_InventoryDragTarget|Event")
UInventoryPayload* CreateDragPayload() const;
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|I_InventoryDragTarget|Get")
UWidget* GetItemImage() const;
I_InventoryDropTarget
Source: Public/Interfaces/I_InventoryDropTarget.h.
Reflected Functions
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="Inventory Subsystem|I_InventoryDropTarget|Get")
bool CanAcceptPayload(const UObject* Payload) const;
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="Inventory Subsystem|I_InventoryDropTarget|Event")
void SetDropHighlight(bool bHighlight);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="Inventory Subsystem|I_InventoryDropTarget|Get")
FGameplayTag GetTargetTag();
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="Inventory Subsystem|I_InventoryDropTarget|Get")
FName GetItemID();
I_InventoryEntryListener
Source: Public/Interfaces/I_InventoryEntryListener.h.
Reflected Functions
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|I_InventoryFrameListener|Event")
FInventorySlotData GetSlotData();
I_InventoryFrameListener
Source: Public/Interfaces/I_InventoryFrameListener.h.
Reflected Functions
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|I_InventoryFrameListener|Event")
void UpdateSlotData(const FRepInventoryData SlotInventoryData);
I_InventoryInterfaceCallbacks
Source: Public/Interfaces/I_InventoryInterfaceCallbacks.h.
Reflected Functions
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|I_InventoryInterfaceCallbacks|Event")
void DragDropRemoveCallback(const FGameplayTag SourceTag, const FGameplayTag TargetTag, FGuid SourceSlot, FGuid TargetSlot, int32 Amount);
I_InventoryManagerListener
Source: Public/Interfaces/I_InventoryManagerListener.h.
Reflected Functions
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|Manager|Get")
FGameplayTag GetInventoryIdentityTag();
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|Manager|Get")
UInventoryComponent* GetInventoryComponent();
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|Manager|Get")
int32 CheckCanAddToSlot(const FGuid& SlotID, int32 Amount);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|Manager|Get")
int32 CheckCanRemoveFromSlot(const FGuid& SlotID, int32 Amount);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|Manager|Get")
bool CheckCanAddToInventory(UPDA_InventoryMaster* ItemToAdd, int32 Amount);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|Manager|Get")
bool CheckCanAddSomeToInventory(UPDA_InventoryMaster* ItemToAdd, int32 RequestedAmount, int32& OutAddableAmount) const;
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|Manager|Get")
bool CheckCanRemoveFromInventory(UPDA_InventoryMaster* ItemToRemove, int32 Amount);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|Manager|Get")
FName GetItemIDFromSlotID(const FGuid& SlotID);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|Manager|Get")
int32 GetAmountFromSlotID(const FGuid& SlotID);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|Manager|Event")
void AddItemToInventory(int32 Amount, UPDA_InventoryMaster* Item);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|Manager|Event")
void RemoveItemFromInventory(int32 Amount, UPDA_InventoryMaster* Item);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|Manager|Event")
int32 AddItemToSlot(FGuid SlotID, int32 Amount);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|Manager|Event")
bool RemoveItemFromSlot(const FGuid SlotID, const int32 Amount, int32& RemovedAmount);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|Manager|Event")
int32 SplitSlot(FGuid SlotID);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|Manager|Event")
void SetSlot(FGuid SlotID, FName ItemID, int32 Amount);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|Manager|Get")
bool CheckForItemAmount(FName ItemID, int32 Amount);
I_InventoryPayload
Source: Public/Interfaces/I_InventoryPayload.h.
Reflected Functions
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|I_InventoryPayload|Get")
FGameplayTagContainer GetPayloadTags() const;
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Inventory Subsystem|I_InventoryPayload|Get")
FRepInventoryData GetPayloadInventoryData() const;
InventorySettings
Source: Public/InventorySettings.h.
Properties
| Field declaration | Reflection |
|---|---|
TArray<TSoftObjectPtr<UPDA_ItemDatabase>> DatabaseArray | UPROPERTY(EditAnywhere, Config, Category="Database") |
TSubclassOf<UInventoryPayload> PayloadClass | UPROPERTY(EditAnywhere, Config, Category="Inventory") |
TSoftClassPtr<UUW_InventoryEntry> InventoryEntryClass | UPROPERTY(EditAnywhere, Config, Category="Inventory") |
TMap<EInventoryItemType, FInventoryControlTypeArray> FastInteractInputMap | UPROPERTY(EditAnywhere, Config, Category="FastInteraction|Input") |
TMap<EInventoryItemType, TSoftClassPtr<UUW_InventoryToolTip>> ToolTipMap | UPROPERTY(EditAnywhere, Config, Category="FastInteraction|Widgets") |
TMap<EInventoryItemType, FInventoryControlWidgetMap> FastInteractWidgetMap | UPROPERTY(EditAnywhere, Config, Category="FastInteraction|Widgets") |
InventorySubSystem
Source: Public/InventorySubSystem.h.
Properties
| Field declaration | Reflection |
|---|---|
FString SystemName = "InventorySubSystem" | UPROPERTY() |
UInventoryManager* InventoryManager = nullptr | UPROPERTY() |
TMap<FName, UPDA_InventoryMaster*> ItemIDLookup | UPROPERTY(BlueprintReadOnly, Category = "Inventory Subsystem|State") |
TMap<FName, UPDA_ItemDatabase*> DataBaseByItemID | UPROPERTY(BlueprintReadOnly, Category = "Inventory Subsystem|State") |
FOnSlotDataAssetLoaded OnSlotDataAssetLoaded | UPROPERTY(BlueprintAssignable, BlueprintCallable, Category = "Inventory Subsystem|Delegates") |
FOnWidgetLoaded OnWidgetLoaded | UPROPERTY(BlueprintAssignable, BlueprintCallable, Category = "Inventory Subsystem|Delegates") |
FOnDropAccepted OnDropAccepted | UPROPERTY(BlueprintAssignable, BlueprintCallable, Category = "Inventory Subsystem|Delegates") |
FOnDropInSlotAccepted OnDropInSlotAccepted | UPROPERTY(BlueprintAssignable, BlueprintCallable, Category = "Inventory Subsystem|Delegates") |
Reflected Functions
UFUNCTION()
void AsyncAssetLoadCallback(const FGuid SlotID, const TSoftObjectPtr<UObject> LoadedAsset);
UFUNCTION()
TSubclassOf<UInventoryPayload> GetPayloadClass();
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem")
UInventoryComponent* GetInventoryCompByTag(const APawn* TargetPlayer, const FGameplayTag IdentityTag) const;
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem")
UPDA_InventoryMaster* GetItemByID(const FName ItemID) const;
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem")
UPDA_ItemDatabase* GetDatabaseByItemID(const FName ItemID);
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem|Inventory operations")
UPDA_InventoryMaster* AddAmount(APawn* RequestingPlayer, FName ItemID, int32 Amount, bool& bSuccess, int32& OutAddedAmount);
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem|Inventory operations")
UPDA_InventoryMaster* RemoveAmount(APawn* RequestingPlayer, FName ItemID, int32 Amount, bool& bSuccess);
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem|Inventory operations")
UPDA_InventoryMaster* AddAmountToSpecificInventory(APawn* RequestingPlayer, FGameplayTag IdentityTag, FName ItemID, int32 Amount, bool& bSuccess, int32& OutAddedAmount);
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem|Inventory operations")
UPDA_InventoryMaster* RemoveAmountFromSpecificInventory(APawn* RequestingPlayer, const FGameplayTag IdentityTag, const FName ItemID, const int32 Amount, bool& bSuccess);
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem|InventorySlot operations")
bool AddToSlot(APawn* RequestingPlayer, FGameplayTag IdentityTag, const FGuid& SlotID, int32 Amount, int32& OutAddedAmount);
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem|InventorySlot operations")
bool RemoveFromSlot(APawn* RequestingPlayer, const FGameplayTag IdentityTag, const FGuid& SlotID, int32 Amount);
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem|InventorySlot operations")
bool TransferOwnSlot(APawn* RequestingPlayer, const FGameplayTag FromIdentityTag, const FGameplayTag ToIdentityTag, const FGuid& FromSlotID, const FGuid& ToSlotID);
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem|InventorySlot operations")
bool TransferExternalSlot(APawn* RequestingPlayer, APawn* OtherPlayer, const FGameplayTag FromIdentityTag, const FGameplayTag ToIdentityTag, const FGuid& SlotID, int32 Amount);
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem|UI")
FInventoryControlTypeArray GetFastInteractInputMap(const EInventoryItemType ItemType);
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem|UI")
FInventoryControlWidgetMap GetFastInteractWidgetMap(const EInventoryItemType ItemType);
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem|UI")
TSoftClassPtr<UUW_InventoryToolTip> GetToolTipWidgetClass(const EInventoryItemType ItemType) const;
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem")
void LoadSlotDataAssetAsync(const FGuid SlotID, const TSoftObjectPtr<UObject> InAsset);
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem")
TSoftClassPtr<UUW_InventoryEntry> GetInventoryEntryClassFromSettings() const;
InventoryUIFunctionLibrary
Source: Public/Librarys/InventoryUIFunctionLibrary.h.
Reflected Functions
UFUNCTION(BlueprintCallable, Category="Inventory Subsystem|UI Library")
static void DragDetected(const FPointerEvent& InMouseEvent, UUserWidget* SourceWidget, UDragDropOperation*& OutOperation);
UFUNCTION(BlueprintCallable, Category="Inventory|UI Library")
static bool DragEnter(UDragDropOperation* Operation, UUserWidget* TargetWidget);
UFUNCTION(BlueprintCallable, Category="Inventory Subsystem|UI Library")
static void DragLeave(UDragDropOperation* Operation, UUW_InventoryEntry* TargetWidget);
UFUNCTION(BlueprintCallable, Category="Inventory Subsystem|UI Library")
static bool OnDrop(UDragDropOperation* Operation, UUserWidget* TargetWidget);
UFUNCTION(BlueprintCallable, Category="Inventory Subsystem|UI Library")
static bool CanHoverAcceptPayload(const UObject* Payload, UUserWidget* TargetWidget);
UFUNCTION(BlueprintCallable, Category="Inventory Subsystem|UI Library")
static EInventorySlotUIState GetSlotUIState(bool bCanDrop, bool bIsOccupied);
UFUNCTION(BlueprintCallable, Category="Inventory Subsystem|UI Library")
static bool IsTwoInputConditionsMet(bool bFirstCondition, bool bSecondCondition);
UFUNCTION(BlueprintCallable, Category="Inventory Subsystem|UI Library")
static bool IsSingleButtonRequest(bool bFirstCondition);
InventoryManager
Source: Public/Manager/InventoryManager.h.
Properties
| Field declaration | Reflection |
|---|---|
UInventorySubSystem* InventorySubSystem = nullptr | UPROPERTY() |
Reflected Functions
UFUNCTION()
void OnInventoryDatabaseLoaded(TSoftObjectPtr<UPDA_ItemDatabase> LoadedTablePtr);
UFUNCTION()
UPDA_InventoryMaster* AddAmount(const APawn* RequestingPlayer, FName ItemID, int32 Amount, bool& bSuccess, int32& AddedAmount);
UFUNCTION()
UPDA_InventoryMaster* RemoveAmount(const APawn* RequestingPlayer, const FName ItemID, const int32 Amount, bool& bSuccess);
UFUNCTION()
UPDA_InventoryMaster* AddAmountToSpecificInventory(APawn* RequestingPlayer, FGameplayTag IdentityTag, FName ItemID, int32 Amount, bool& bSuccess, int32& AddedAmount);
UFUNCTION()
UPDA_InventoryMaster* RemoveAmountFromSpecificInventory(APawn* RequestingPlayer, const FGameplayTag IdentityTag, const FName ItemID, const int32 Amount, bool& bSuccess);
UFUNCTION()
bool AddToSlot(APawn* RequestingPlayer, FGameplayTag IdentityTag, const FGuid& SlotID, int32 Amount, int32& AddedAmount);
UFUNCTION()
bool RemoveFromSlot(APawn* RequestingPlayer, const FGameplayTag IdentityTag, const FGuid& SlotID, int32 Amount);
UFUNCTION()
bool TransferOwnSlot(APawn* RequestingPlayer, const FGameplayTag FromIdentityTag, const FGameplayTag ToIdentityTag, const FGuid& FromSlotID, const FGuid& ToSlotID);
UFUNCTION()
bool TransferExternalSlot(APawn* RequestingPlayer, APawn* OtherPlayer, const FGameplayTag FromIdentityTag, const FGameplayTag ToIdentityTag, const FGuid& SlotID, int32 Amount);
UFUNCTION()
bool MergeSlots(APawn* RequestingPawn, const FGameplayTag InventoryTag, const FGuid& SourceSlotID, const FGuid& TargetSlotID);
UFUNCTION()
void InitInventoryManager(UInventorySubSystem* InSubSystemRef);
UFUNCTION()
UInventoryComponent* GetInventoryCompByTag(const APawn* TargetPlayer, const FGameplayTag IdentityTag);
UFUNCTION()
UPDA_InventoryMaster* GetItemByID(const FName ItemID);
UFUNCTION()
UPDA_ItemDatabase* GetDatabaseByItemID(FName ItemID) const;
UFUNCTION()
void RunOperation(FInventoryOpContext& Context);
UW_DragDropIcon
Source: Public/Widgets/UW_DragDropIcon.h.
Properties
| Field declaration | Reflection |
|---|---|
USizeBox* SizeBox_0 | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UBorder* Background_0 | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UHorizontalBox* HorizontalBox_0 | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
USizeBox* SizeBox_1 | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UImage* IMG_Item | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UTexture2D* PayloadImage = nullptr | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Config", meta=(ExposeOnSpawn)) |
Reflected Functions
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem|UW_DragDropIcon|Event")
void SetDragItem(UTexture2D* InIcon);
UW_InventoryEntry
Source: Public/Widgets/UW_InventoryEntry.h.
Properties
| Field declaration | Reflection |
|---|---|
USizeBox* SizeBox_0 | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UBorder* Background_0 | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UHorizontalBox* HorizontalBox_0 | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
USizeBox* SizeBox_1 | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UImage* IMG_Item | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UTextBlock* T_ItemName | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UTextBlock* T_Quantity | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
FGameplayTag SlotTag | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Config", meta=(ExposeOnSpawn)) |
TSubclassOf<UUW_InventoryToolTip> ToolTipWidgetClass | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Config") |
FRepInventoryData InventoryData | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Item", meta=(ExposeOnSpawn)) |
FInventorySlotData SlotData | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Item", meta = (ExposeOnSpawn)) |
EInventoryItemType ItemType | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Item") |
TSoftObjectPtr<UPDA_InventoryItemDescription> DescriptionDataPtr | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Item") |
TSoftObjectPtr<UPDA_InventorySlotData> InventorySlotDataPtr | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Item") |
FGameplayTagContainer PayloadTagContainer | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Item") |
Reflected Functions
UFUNCTION()
void HandleOnAssetLoaded(FGuid SlotID, UObject* LoadedAsset);
UFUNCTION()
void HandleOnWidgetLoaded(TSubclassOf<UUserWidget> LoadedWidget);
UFUNCTION()
void SetItemRelatedVariables(UInventorySubSystem* InventorySubSystem);
UFUNCTION()
void CreateInventoryToolTip();
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem|UW_InventoryEntry|Event")
void SetSlotDataVisuals();
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem|UW_InventoryEntry|Event")
void InitAfterBPConstruction();
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Inventory Subsystem|UW_InventoryEntry|Event")
UWidget* GetToolTipWidget();
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Inventory Subsystem|UW_InventoryEntry|Event")
bool CheckTags(UObject* InPayloadOp) const;
UW_InventoryFrame
Source: Public/Widgets/UW_InventoryFrame.h.
Properties
| Field declaration | Reflection |
|---|---|
USizeBox* SizeBox_0 | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UVerticalBox* VerticalBox_0 | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UHorizontalBox* HorizontalBox_0 | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
USizeBox* SizeBox_1 | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UButton* BTN_Filter | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UHorizontalBox* HorizontalBox_1 | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UScrollBox* ScrollBox_0 | UPROPERTY(BlueprintReadWrite, Category = "WidgetElements", meta = (BindWidget)) |
TSubclassOf<UUW_InventoryEntry> EntryWidgetClass | UPROPERTY(BlueprintReadOnly, Category = "Config") |
FGameplayTag InventoryIdentityTag | UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Config") |
UInventoryComponent* InventoryRef | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "State") |
TMap<FGuid, UUserWidget*> InventoryEntryMap | UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "State") |
TMap<FGuid, EInventoryPredictionType> PredictedSlots | UPROPERTY() |
Reflected Functions
UFUNCTION()
void HandleOnSlotAdded(const FRepInventoryData& SlotData);
UFUNCTION()
void HandleOnSlotRemoved(const FGuid SlotID);
UFUNCTION()
void HandleOnSlotUpdated(const FRepInventoryData& UpdatedItem);
UFUNCTION()
void GetInventory(bool& bSucceed);
UFUNCTION()
UUserWidget* CreateEntryWidget(const FRepInventoryData& EntryData);
UFUNCTION()
void CreateEntryList();
UFUNCTION()
void PredictRemoveSlot(const FGuid& SlotID);
UFUNCTION()
void PredictMoveSlot(const FGuid& SlotID);
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem|UW_InventoryToolTip|Event")
void InitAfterBPConstruction();
UW_InventoryToolTip
Source: Public/Widgets/UW_InventoryToolTip.h.
Properties
| Field declaration | Reflection |
|---|---|
USizeBox* SizeBox_0 | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UBorder* Background_1 | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UBorder* Background_2 | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UVerticalBox* VerticalBox_1 | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UTextBlock* T_ItemName | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UWidgetSwitcher* WidgetSwitcher_1 | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UTextBlock* T_ItemDescription | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UCircularThrobber* LoadingThrobber | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
UHorizontalBox* HB_Controls | UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget)) |
FTimerHandle RemoveLoadingTimer | UPROPERTY() |
TArray<EInventoryControlType> InputArray | UPROPERTY(BlueprintReadWrite, Category = "Config", meta = (AllowPrivateAccess)) |
TMap<EInventoryControlType, UUserWidget*> WidgetMap | UPROPERTY(BlueprintReadWrite, Category = "Config", meta = (AllowPrivateAccess)) |
FText ItemDisplayName | UPROPERTY(BlueprintReadWrite, Category = "State", meta = (ExposeOnSpawn)) |
TSoftObjectPtr<UPDA_InventoryItemDescription> ItemDescriptionDataPtr | UPROPERTY(BlueprintReadWrite, Category = "State", meta = (ExposeOnSpawn)) |
EInventoryItemType ItemType = EInventoryItemType::None | UPROPERTY(BlueprintReadWrite, Category = "State", meta = (ExposeOnSpawn)) |
Reflected Functions
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem|UW_InventoryToolTip|Event")
void SetWidgetVisuals();
UFUNCTION(BlueprintCallable, Category = "Inventory Subsystem|UW_InventoryToolTip|Event")
void InitAfterBPConstruction();