🎒Inventory Component
Overview
Handles the main inventory logic, storage, slot restrictions, and multiplayer replication.
Replicated Fields:
Inventory: Array of s.FItemMaxSlotsInInventory: Maximum allowed slots.SlotRestrictions: Optional restrictions per slot (allowed item types).
Blueprint Delegates:
FOnItemAddedFOnItemRemoved
Core Functions:
TryAddItem(...): Adds an item (stack or new slot).RemoveItem(...): Removes quantity from a slot.RemoveItemByDefinition(...)GetItemAtSlot(int32)HasItem(UItemDefinition*)FindEmptySlot()FindSlotWithItem(UItemDefinition*)
Replication & Prediction:
ServerRequestPickupItem()ClientConfirmPickup()ClientRejectPickup()ServerModifyInventory()
Slot Restriction Example
FInventorySlotRestriction Restriction;
Restriction.bAcceptAllTypes = false;
Restriction.AllowedItemTypes = { FGameplayTag::RequestGameplayTag("Item.Weapon") };Last updated