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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 declarationReflection
FGameplayTag InventoryIdentityTagUPROPERTY(Blueprintable, EditDefaultsOnly, Category = "InventoryComponent|Config")
EInventoryCapacityType CapacityType = EInventoryCapacityType::NoneUPROPERTY(Blueprintable, EditDefaultsOnly, Category = "InventoryComponent|Config")
float MaxInventoryCarryWeight = 25.0fUPROPERTY(Blueprintable, EditDefaultsOnly, Category = "InventoryComponent|Config", meta = (EditCondition = "CapacityType == EInventoryCapacityType::WeightBased || CapacityType == EInventoryCapacityType::Hybrid", EditConditionHides))
int32 MaxInventorySlots = 10UPROPERTY(Blueprintable, EditDefaultsOnly, Category = "InventoryComponent|Config", meta = (EditCondition = "CapacityType == EInventoryCapacityType::SlotBased || CapacityType == EInventoryCapacityType::Hybrid", EditConditionHides))
FInventoryList InventoryDataUPROPERTY(Replicated, BlueprintReadWrite, EditAnywhere, Category = "InventoryComponent|State")
float ActualInventoryCarryWeight = 0.0fUPROPERTY(ReplicatedUsing="OnRep_ActualInventoryCarryWeight", BlueprintReadOnly, Category = "InventoryComponent|State")
FOnInventoryEntryAdded OnInventoryEntryAddedUPROPERTY(BlueprintAssignable, Category = "InventoryComponent|Delegates")
FOnInventoryEntryRemoved OnInventoryEntryRemovedUPROPERTY(BlueprintAssignable, Category = "InventoryComponent|Delegates")
FOnSlotAdded OnSlotAddedUPROPERTY(BlueprintAssignable, Category = "InventoryComponent|Delegates")
FOnSlotRemoved OnSlotRemovedUPROPERTY(BlueprintAssignable, Category = "InventoryComponent|Delegates")
FOnSlotUpdated OnSlotUpdatedUPROPERTY(BlueprintAssignable, Category = "InventoryComponent|Delegates")
FOnInventoryWeightUpdated OnInventoryWeightUpdatedUPROPERTY(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 declarationReflection
FGameplayTag SourceInventoryUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Data", meta=(ExposeOnSpawn=true))
FGuid SourceSlotUPROPERTY(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 declarationReflection
FRepInventoryData InventoryDataUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Data", meta=(ExposeOnSpawn))
FGameplayTagContainer PayloadTagsUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Data", meta=(ExposeOnSpawn))

InventoryStructs​

Source: Public/Data/InventoryStructs.h.

FInventoryInfo​

Field declarationReflection
FName ItemID = ""UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FInventoryInfo")
bool bCanStack = falseUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FInventoryInfo")
int32 MaxStackSize = 1UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FInventoryInfo")
bool bCanTradeToVendor = falseUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FInventoryInfo")
bool bCanTradeToPlayer = falseUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FInventoryInfo")
float Weight = 0.0fUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FInventoryInfo")

FInventorySlotData​

Field declarationReflection
FName ItemNameUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FInventorySlotData")
UTexture2D* Icon = nullptrUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FInventorySlotData")
EInventoryUsability Usability = EInventoryUsability::NoneUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FInventorySlotData")

FRepInventoryData​

Field declarationReflection
FGuid SlotIDUPROPERTY(BlueprintReadOnly, Category = "FRepInventoryData")
FName ItemIDUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FRepInventoryData")
int32 StackSize = 0UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FRepInventoryData")
int32 MaxStackSize = 1UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "FRepInventoryData")

FInventoryList​

Field declarationReflection
TArray<FRepInventoryData> EntriesUPROPERTY()
UObject* Owner = nullptrUPROPERTY()

FInventoryControlTypeArray​

Field declarationReflection
TArray<EInventoryControlType> InputUPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryControlTypeArray")

FInventoryControlWidgetMap​

Field declarationReflection
TMap<EInventoryControlType, TSoftClassPtr<UUserWidget>> WidgetMapUPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryControlWidgetMap")

FInventoryOpContext​

Field declarationReflection
FGuid OperationIDUPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext")
FGameplayTag OperationTagUPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext")
EInventoryOpState OpState = EInventoryOpState::NoneUPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext")
TWeakObjectPtr<APawn> RequestingPawnUPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext")
TWeakObjectPtr<APawn> OtherPawnUPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext")
TWeakObjectPtr<UInventoryComponent> SourceInventoryUPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext")
TWeakObjectPtr<UInventoryComponent> TargetInventoryUPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext")
FGameplayTag SourceInventoryTagUPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext")
FGameplayTag TargetInventoryTagUPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext")
FGuid SourceSlotIDUPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext")
FGuid TargetSlotIDUPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext")
FName ItemIDUPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext")
int32 RequestedAmount = 0UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext")
int32 AppliedAmount = 0UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext")
FString FailReasonUPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "FInventoryOpContext")

PDA_InventoryAmmoData​

Source: Public/Data/PDA_InventoryAmmoData.h.

Properties​

Field declarationReflection
FGameplayTag SlotCompatibilityTagUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")
FGameplayTag AmmoTagUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")
TSoftObjectPtr<UDataAsset> AmmoDataUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")

PDA_InventoryArmorData​

Source: Public/Data/PDA_InventoryArmorData.h.

Properties​

Field declarationReflection
FGameplayTag SlotCompatibilityTagUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")
TSoftObjectPtr<UDataAsset> ArmorDataUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")

PDA_InventoryConsumableData​

Source: Public/Data/PDA_InventoryConsumableData.h.

Properties​

Field declarationReflection
EInventoryConsumable ConsumableTypeUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")
float FoodValue = 0.0fUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ConsumableType == EInventoryConsumable::Food || ConsumableType == EInventoryConsumable::FoodAndWater", EditConditionHides))
float WaterValue = 0.0fUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ConsumableType == EInventoryConsumable::Water || ConsumableType == EInventoryConsumable::FoodAndWater", EditConditionHides))
float HealthValue = 0.0fUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ConsumableType == EInventoryConsumable::Health", EditConditionHides))
float ArmorValue = 0.0fUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ConsumableType == EInventoryConsumable::Armor", EditConditionHides))

PDA_InventoryItemDescription​

Source: Public/Data/PDA_InventoryItemDescription.h.

Properties​

Field declarationReflection
FText DescriptionUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")
TMap<FName, FText> TextMapUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")

PDA_InventoryMagazineData​

Source: Public/Data/PDA_InventoryMagazineData.h.

Properties​

Field declarationReflection
FGameplayTag IdentifierTagUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")
FGameplayTag AmmoTagUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")
FGameplayTagContainer StatModifierTagsUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")
int32 MaxCapacityUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (ClampMin = "1"))
TMap<FGameplayTag, TSoftObjectPtr<UStaticMesh>> MagazineMeshMapUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")

PDA_InventoryMaster​

Source: Public/Data/PDA_InventoryMaster.h.

Properties​

Field declarationReflection
FName ItemIDUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
EInventoryItemQuality ItemQuality = EInventoryItemQuality::NoneUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
bool bCanStack = falseUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
int32 MaxStackSize = 1UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config", meta=(EditCondition="bCanStack", EditConditionHides))
bool bCanTradeWithPlayers = falseUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
float Weight = 0.0fUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
EInventoryItemType ItemType = EInventoryItemType::NoneUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
FGameplayTagContainer TargetSlotTagsUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
FGameplayTagContainer ActionTagsUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
FGameplayTagContainer GameplayTagsUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
TSoftObjectPtr<UPDA_InventoryItemDescription> ItemDescriptionUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")
TSoftObjectPtr<UPDA_InventorySlotData> InventorySlotDataUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")
TSoftObjectPtr<UPDA_InventoryConsumableData> InventoryFoodDataUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Food", EditConditionHides))
TSoftObjectPtr<UPDA_InventoryConsumableData> InventoryMedicalDataUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Medical", EditConditionHides))
TSoftObjectPtr<UPDA_InventoryWeaponData> InventoryWeaponDataUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Weapon", EditConditionHides))
TSoftObjectPtr<UPDA_InventoryWeaponAttachmentData> InventoryWeaponAttachmentDataUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::WeaponAttachments", EditConditionHides))
TSoftObjectPtr<UPDA_InventoryAmmoData> InventoryAmmoDataUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Ammo", EditConditionHides))
TSoftObjectPtr<UPDA_InventoryMagazineData> InventoryMagazineDataUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Magazine", EditConditionHides))
TSoftObjectPtr<UPDA_InventoryCraftingData> InventoryCraftingDataUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Crafting", EditConditionHides))
TSoftObjectPtr<UPDA_InventoryToolsData> InventoryToolsDataUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Tools", EditConditionHides))
TSoftObjectPtr<UPDA_InventoryArmorData> InventoryArmorDataUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Armor", EditConditionHides))
TSoftObjectPtr<UPDA_InventoryTaskData> InventoryTaskDataUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Tasks", EditConditionHides))
TSoftObjectPtr<UPDA_InventoryOtherData> InventoryOtherDataUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data", meta = (EditCondition = "ItemType == EInventoryItemType::Other", EditConditionHides))

PDA_InventorySlotData​

Source: Public/Data/PDA_InventorySlotData.h.

Properties​

Field declarationReflection
FInventorySlotData SlotDataUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")

PDA_InventoryTaskData​

Source: Public/Data/PDA_InventoryTaskData.h.

Properties​

Field declarationReflection
FGameplayTag TaskTypeIdentityTagUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")
FName TaskIDUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")

PDA_InventoryWeaponAttachmentData​

Source: Public/Data/PDA_InventoryWeaponAttachmentData.h.

Properties​

Field declarationReflection
FGameplayTag SlotCompatibilityTagUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")
TSoftObjectPtr<UDataAsset> AttachmentDataUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")

PDA_InventoryWeaponData​

Source: Public/Data/PDA_InventoryWeaponData.h.

Properties​

Field declarationReflection
FGameplayTag SlotCompatibilityTagUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")
TSoftObjectPtr<UDataAsset> WeaponDataUPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")

PDA_ItemDatabase​

Source: Public/Data/PDA_ItemDatabase.h.

Properties​

Field declarationReflection
EInventoryItemType InventoryKeyUPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Data")
FGameplayTag TargetInventoryTagUPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Data")
FGameplayTagContainer RequirementTagsUPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Data")
TArray<UPDA_InventoryMaster*> EntrysUPROPERTY(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 declarationReflection
TArray<TSoftObjectPtr<UPDA_ItemDatabase>> DatabaseArrayUPROPERTY(EditAnywhere, Config, Category="Database")
TSubclassOf<UInventoryPayload> PayloadClassUPROPERTY(EditAnywhere, Config, Category="Inventory")
TSoftClassPtr<UUW_InventoryEntry> InventoryEntryClassUPROPERTY(EditAnywhere, Config, Category="Inventory")
TMap<EInventoryItemType, FInventoryControlTypeArray> FastInteractInputMapUPROPERTY(EditAnywhere, Config, Category="FastInteraction|Input")
TMap<EInventoryItemType, TSoftClassPtr<UUW_InventoryToolTip>> ToolTipMapUPROPERTY(EditAnywhere, Config, Category="FastInteraction|Widgets")
TMap<EInventoryItemType, FInventoryControlWidgetMap> FastInteractWidgetMapUPROPERTY(EditAnywhere, Config, Category="FastInteraction|Widgets")

InventorySubSystem​

Source: Public/InventorySubSystem.h.

Properties​

Field declarationReflection
FString SystemName = "InventorySubSystem"UPROPERTY()
UInventoryManager* InventoryManager = nullptrUPROPERTY()
TMap<FName, UPDA_InventoryMaster*> ItemIDLookupUPROPERTY(BlueprintReadOnly, Category = "Inventory Subsystem|State")
TMap<FName, UPDA_ItemDatabase*> DataBaseByItemIDUPROPERTY(BlueprintReadOnly, Category = "Inventory Subsystem|State")
FOnSlotDataAssetLoaded OnSlotDataAssetLoadedUPROPERTY(BlueprintAssignable, BlueprintCallable, Category = "Inventory Subsystem|Delegates")
FOnWidgetLoaded OnWidgetLoadedUPROPERTY(BlueprintAssignable, BlueprintCallable, Category = "Inventory Subsystem|Delegates")
FOnDropAccepted OnDropAcceptedUPROPERTY(BlueprintAssignable, BlueprintCallable, Category = "Inventory Subsystem|Delegates")
FOnDropInSlotAccepted OnDropInSlotAcceptedUPROPERTY(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 declarationReflection
UInventorySubSystem* InventorySubSystem = nullptrUPROPERTY()

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 declarationReflection
USizeBox* SizeBox_0UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UBorder* Background_0UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UHorizontalBox* HorizontalBox_0UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
USizeBox* SizeBox_1UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UImage* IMG_ItemUPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UTexture2D* PayloadImage = nullptrUPROPERTY(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 declarationReflection
USizeBox* SizeBox_0UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UBorder* Background_0UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UHorizontalBox* HorizontalBox_0UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
USizeBox* SizeBox_1UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UImage* IMG_ItemUPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UTextBlock* T_ItemNameUPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UTextBlock* T_QuantityUPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
FGameplayTag SlotTagUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Config", meta=(ExposeOnSpawn))
TSubclassOf<UUW_InventoryToolTip> ToolTipWidgetClassUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Config")
FRepInventoryData InventoryDataUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Item", meta=(ExposeOnSpawn))
FInventorySlotData SlotDataUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Item", meta = (ExposeOnSpawn))
EInventoryItemType ItemTypeUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Item")
TSoftObjectPtr<UPDA_InventoryItemDescription> DescriptionDataPtrUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Item")
TSoftObjectPtr<UPDA_InventorySlotData> InventorySlotDataPtrUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Item")
FGameplayTagContainer PayloadTagContainerUPROPERTY(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 declarationReflection
USizeBox* SizeBox_0UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UVerticalBox* VerticalBox_0UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UHorizontalBox* HorizontalBox_0UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
USizeBox* SizeBox_1UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UButton* BTN_FilterUPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UHorizontalBox* HorizontalBox_1UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UScrollBox* ScrollBox_0UPROPERTY(BlueprintReadWrite, Category = "WidgetElements", meta = (BindWidget))
TSubclassOf<UUW_InventoryEntry> EntryWidgetClassUPROPERTY(BlueprintReadOnly, Category = "Config")
FGameplayTag InventoryIdentityTagUPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Config")
UInventoryComponent* InventoryRefUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "State")
TMap<FGuid, UUserWidget*> InventoryEntryMapUPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "State")
TMap<FGuid, EInventoryPredictionType> PredictedSlotsUPROPERTY()

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 declarationReflection
USizeBox* SizeBox_0UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UBorder* Background_1UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UBorder* Background_2UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UVerticalBox* VerticalBox_1UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UTextBlock* T_ItemNameUPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UWidgetSwitcher* WidgetSwitcher_1UPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UTextBlock* T_ItemDescriptionUPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UCircularThrobber* LoadingThrobberUPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
UHorizontalBox* HB_ControlsUPROPERTY(BlueprintReadOnly, Category = "WidgetElements", meta = (BindWidget))
FTimerHandle RemoveLoadingTimerUPROPERTY()
TArray<EInventoryControlType> InputArrayUPROPERTY(BlueprintReadWrite, Category = "Config", meta = (AllowPrivateAccess))
TMap<EInventoryControlType, UUserWidget*> WidgetMapUPROPERTY(BlueprintReadWrite, Category = "Config", meta = (AllowPrivateAccess))
FText ItemDisplayNameUPROPERTY(BlueprintReadWrite, Category = "State", meta = (ExposeOnSpawn))
TSoftObjectPtr<UPDA_InventoryItemDescription> ItemDescriptionDataPtrUPROPERTY(BlueprintReadWrite, Category = "State", meta = (ExposeOnSpawn))
EInventoryItemType ItemType = EInventoryItemType::NoneUPROPERTY(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();