Zum Hauptinhalt springen

Interfaces

The runtime uses Unreal interfaces and BlueprintNativeEvent methods. Native calls use the generated Execute_ functions so Blueprint overrides participate. Exact declarations and Blueprint exposure are in Header Reference.

InterfaceRole
I_InventoryManagerListenerComponent identity/access, capacity queries, item/slot add/remove, SetSlot and SplitSlot
I_FastArrayListenerArray and slot receive notifications
I_InventoryDragTargetCanStartDrag, CreateDragPayload, source tag and item image
I_InventoryDropTargetCanAcceptPayload, target tag/item identity and highlight
I_DragDropOperationSource inventory and payload access
I_InventoryPayloadPayload inventory snapshot and tags
I_InventoryEntryListenerGetSlotData from a presentation asset
I_InventoryFrameListenerEntry update contract
I_InventoryInterfaceCallbacksDragDropRemoveCallback source/target tag, slot and amount contract
I_LootboxDataEmpty interface scaffold in the current source

Interface implementation does not itself provide RPC ownership, permission checks or atomic behavior. The component's low-level methods rely on the caller to validate many conditions. Custom implementations must preserve dirty marking, quantity accounting, stable entry identity and the server boundary.

The public headers also contain native overrides/internal methods that are not general Blueprint nodes. Do not assume that a public C++ method or UFUNCTION without BlueprintCallable/BlueprintPure can be invoked as an ordinary Blueprint operation.