Open World List Inventory

Documentation Unreal Engine Player Combat Inventory

The Open World List inventory style, as in Skyrim: one sorted list with room for everything, a category column by item kind, weight that stops the character past a limit, and no belt.


Set it up

3 minutes
  1. 1

    Set the config

    On BP_UPC_Character (or your own), set the InventoryComponent Config to Demo/Items/Inventory/InventoryConfig_UPC_OpenWorldList.
  2. 2

    Press Play and take everything

    Take the swords and shield off the weapon rack in LVL_UPC_Demo and press F at the loot chest. Nothing is refused and nothing goes on a belt.
  3. 3

    Open the satchel

    Press I (or tap View). The list opens on All, weapons first, with the first item's card over the weight bar. A category, or LB and RB, narrows it.
At a loot chest or a stash box, its items (at a stash box, your own stash) show in a panel on the right with the same categories. Move between the lists with the arrows or the D-pad, and press E to take or store.
To make it your own, duplicate the config and Container_UPC_Satchel into your own folder, point the config copy's Satchel row Definition at your satchel copy, and set the config copy as Config. The screens component opens this screen for any config it does not list, so the copy needs no row in Inventory Screen Classes.

What it holds

Row or settingDoes
SatchelA list with no size: every add fits.
Weight Limit60, refusing nothing; at a load of 60 or more the character holds UPC.State.Overburdened.
ValuablesBlueprint carry rule: an item worth 100 gold or more (the demo necklace, 150) puts UPC.State.CarryingValuables on the character.
StashYour own 30-slot stash, listed by all three demo styles, reached at a stash box.
PouchesNo container here opens bags, so a pouch's items stay out of reach.
Sort OrderWeapons, off-hand items, apparel, consumables, ingredients; by name within a kind, unlisted kinds last (a key, a herb, a potion, a helmet and a sword list as sword, helmet, potion, herb, key). An item's kind is the tag in its Slot Tags, such as UPC.Slot.Weapon.
Combine SetsCombineSet_UPC_Demo (Combines).
Equip At Once, Put Away At Once, Combine At OnceOn: what the screen does lands at once, with no animation or wait.
Has BeltOff: no belt while this style is used. A weapon equipped from the list stays in hand, and G drops it (Quick Bar).
The demo character answers Overburdened itself: its UPC Speed Modifier scales walking to 0 for UPC.State.Overburdened and its UPC Sprint lists it in Blocked Tags. Yours needs both (Sprint and Speed).

Change it

ToChange
Refuse items past the limitTick Refuse Over Limit on the Weight Limit.
Sort by another orderReorder Sort Order (move UPC.Slot.Ingredient above UPC.Slot.Consumable to list ingredients first); an item sorts under the first entry its Slot Tags match.
Value items differentlyChange each item's Gold Value Value and the Valuables rule's Threshold on the config; remove the rule from Carry Rules to drop the tag.
Give the list a belt as favoritesTick Has Belt on your copy of the config. The controller's belt comes back (the demo's diamond, unless Belt Slots names others), adding an On Belt category, the Add to belt action (F, or Y on a gamepad) and the 1 to 4 keys on the screen and HUD.
Hang the satchel's weapons on the character's bodyTick Show Carried Items On Body.
Wait for a draw or a combineUntick Equip At Once, Put Away At Once or Combine At Once (Containers and Rules).
AdvancedSort, categories and worth
  • The kinds are the UPC.Slot hierarchy the belt reads too (every demo item's kind).
  • The screen draws the satchel in that order through Get Items in Sort Order. Request Sort with UPC.Inventory.Container.Satchel lays the items out in that order, for a screen that shows place order.
  • A category is a filter the screen applies as it draws: it keeps items whose Slot Tags hold the category's kind (Has Tag, not exact, so UPC.Slot.Weapon keeps swords and the baton). Category Rows give All, Weapons, Off Hand, Apparel, Consumables, Ingredients and Other (what no other row takes), plus On Belt (Belt Only) while the player has a belt. A kind of your own goes on its items' Slot Tags and in Sort Order, and shows under Other until your copy of the screen gives it a Category Rows entry.
  • The weight bar reads Get Weight (empty scope) beside the rule's Get Effective Limit and redraws on On Carry Changed.
  • Worth comes from the Blueprint fragment Gold Value (Inventory Rules and Combines in Blueprint).
The demo
Details
InventoryConfig_UPC_OpenWorldList
Containers
Containers
2 Array elements
Index [ 0 ]
Container
UPC.Inventory.Container.Satchel
Definition
Container_UPC_Satchel
Index [ 1 ]
Container
UPC.Inventory.Container.Stash
Definition
Container_UPC_Stash
Rules
Carry Rules
2 Array elements
Index [ 0 ]
Weight Limit
Limit
60
Capacity Tag
None
Refuse Over Limit
Thresholds
1 Array element
Index [ 0 ]
Fraction
1
Tag
UPC.State.Overburdened
Index [ 1 ]
BP_UPC_InventoryRule_Valuables
Threshold
100
Status Tag
UPC.State.CarryingValuables
Combines
Combine Sets
1 Array element
Index [ 0 ]
CombineSet_UPC_Demo
Held Items
Belt Space
Keeps Its Place
Equipped Space
Keeps Its Place
Has Belt
Belt Slots
0 Array elements
Swap When Full
Body
Show Carried Items On Body
Sorting
Sort Order
5 Array elements
Index [ 0 ]
UPC.Slot.Weapon
Index [ 1 ]
UPC.Slot.OffHand
Index [ 2 ]
UPC.Slot.Apparel
Index [ 3 ]
UPC.Slot.Consumable
Index [ 4 ]
UPC.Slot.Ingredient
Timing
Equip At Once
Draw Timing
Seconds
0.2
Start Sound
None
Commit Sound
None
Cancel on Move
Put Away At Once
Stow Timing
Seconds
0.2
Start Sound
None
Commit Sound
None
Cancel on Move
Combine At Once
An open world list: one satchel with no size and the stash, a weight limit of 60 that refuses nothing and puts Overburdened on the character, the Valuables rule, and a sort by item kind.
The One List pad in the wardrobe hall switches the player to this style and starts it with the sword and the shield in hand.
MultiplayerWhat runs where
  • Request Sort goes to the server; the owning player sees the new order about a round trip later. UPC.State.Overburdened and UPC.State.CarryingValuables reach every machine through the character's ability system.