Use Only Part of the Inventory
Documentation Unreal Engine Player Combat Inventory Quick Bar
Each part of the UPC inventory is something you add, so a game takes only the parts it plays with: a belt alone needs no config and no screen, and bags, combines, chests and saving are each optional.
Set it up
3 minutes- 1
Leave the inventory with no config
Clear Config onBP_UPC_Character's InventoryComponent. The inventory becomes one unlimited list: every pickup fits. - 2
Let the belt take any item
OnBP_UPC_PlayerController's QuickBarComponent, clear the Filter on each of the four Slots. Auto Populate from Inventory is already on, so a new item takes the first free slot.QuickBarComponent▾SlotsIndex [ 0 ] > FilterUPC.Slot.WeaponIndex [ 1 ] > FilterUPC.Slot.Consumable.PotionIndex [ 2 ] > FilterUPC.Slot.OffHandIndex [ 3 ] > FilterUPC.Slot.Consumable - 3
Press Play and pick things up
Take the swords and the shield off the weapon rack, and press F at the loot chest. Each item takes the next free slot, one copy of each (the demo belt's Default Max Copies Per Definition is 1), and keys 1 to 4 draw, put on or use them. An item no slot takes stays in the inventory, which only the inventory screen (I) shows; Leave out a part removes the screen too.
A belt and nothing else
With no Config, the inventory keeps everything the character picks up in one list; the belt's slots only decide what gets a key. An item no slot takes (belt full, no Filter matches) stays in the list and the pickup still succeeds:
| Slots | Plays like | What lands where |
|---|---|---|
| No Filter on any slot | A survival game's hotbar | Any item takes the next free slot; a ring's key puts it on. |
| A Filter per slot | The demo's souls-like diamond | One kind per slot: a weapon, a potion, an off-hand item, another consumable. A second sword takes the off-hand slot; worn gear stays in the inventory. |
Quick Bar covers Filter matching.
To carry only what the belt holds and the gear the character wears, use
InventoryConfig_UPC_Simple, the demo player's. Its Belt list has the Belt Only rule, which takes an item only while a belt slot takes it, and the belt's Auto Populate puts it there; five Worn slots, whose Item Filter takes only apparel, hold the gear the diamond has no slot for. Anything else, such as a herb, reads Can't Carry, a sixth potion Can't Carry More, and with the slots for its kind held a pickup swaps for the item in the way (Swap When Full, on). It opens no inventory screen.Demo item kinds
The belt, the inventory's rules and its sort read one hierarchy of kinds:
| Kind | Demo items |
|---|---|
UPC.Slot.Weapon (.Sword, .TwoHanded) | The swords and the two-handed baton |
UPC.Slot.OffHand (.Shield) | The shield, and the one-handed sword beside its weapon kind |
UPC.Slot.Consumable (.Potion) | The potion and the mixed herb |
UPC.Slot.Apparel | The helmet, the shoulder cape, the necklace and the ring |
UPC.Slot.Ingredient | The herb and the poison |
UPC.Slot.Ammo (.Arrow) | The rounds, the magazine, the arrows and the poison arrows |
UPC.Slot.KeyItem, UPC.Slot.Upgrade | The key, and the pouch |
Leave out a part
| To go without | Leave out |
|---|---|
| Limits | Config; or, with a config, the Carry Rules (limits on everything carried), each container's Rules, and every layout but List (Containers and Rules). |
| A grid | Grid layouts and Grid Footprint fragments. |
| Turning in a grid | Allow Rotation on the grid. |
| Bags | Opens Bags, the container setting that lets a bag placed there open its own container, on every container; or the item's Container fragment (Bags and Banks). |
| Storage off the character | Containers with Carried off. |
| Combines | The config's Combine Sets; a drop then joins stacks or trades places. |
| Chests | Actors with a UPC World Inventory, a chest's own inventory (Loot Chests). |
| Saving | Export Snapshot and Import Snapshot. |
| A screen | The IA_UPC_Inventory rows in the Input Mapping Context your character adds (IMC_UPC_Default for the demo character), and the OpenInventory options on boxes and chests. Pickups, the belt and the rules work without one. |
| The belt | A player controller of your own that does not inherit UPCPlayerController (which creates the UPC Quick Bar itself), or a config with Has Belt off. With no belt on the controller, the character base's Draw Starting Items draws the starting items; under Has Belt off a belt with Auto Populate from Inventory on draws none (Equipment). |
A player carrying only the item in hand: One Item at a Time. For most parts, start from a ready style and remove what you do not use.