# Use Only Part of the Inventory

> 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.

Markdown version of https://rigbak.com/docs/universal-player-combat/inventory-pick-what-you-need, a page of the Universal Player Combat documentation. Link that page when citing it.

## Set it up (3 minutes)

1. **Leave the inventory with no config**

   Clear **Config** on `BP_UPC_Character`'s **InventoryComponent**. The inventory becomes one unlimited list: every pickup fits.
2. **Let the belt take any item**

   On `BP_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.

   In **QuickBarComponent**, under Slots, set:

   | Property | Value |
   | --- | --- |
   | Index [ 0 ] > Filter | None (replaces UPC.Slot.Weapon) |
   | Index [ 1 ] > Filter | None (replaces UPC.Slot.Consumable.Potion) |
   | Index [ 2 ] > Filter | None (replaces UPC.Slot.OffHand) |
   | Index [ 3 ] > Filter | None (replaces UPC.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](https://rigbak.com/docs/universal-player-combat/inventory-pick-what-you-need#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](https://rigbak.com/docs/universal-player-combat/quick-bar#lay-out-the-slots) 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.

<details>
<summary>Demo item kinds</summary>

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 |

</details>

---

## 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](https://rigbak.com/docs/universal-player-combat/inventory-containers)). |
| **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](https://rigbak.com/docs/universal-player-combat/inventory-bags)). |
| **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](https://rigbak.com/docs/universal-player-combat/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](https://rigbak.com/docs/universal-player-combat/equipment#starting-items-without-a-belt)). |

A player carrying only the item in hand: [One Item at a Time](https://rigbak.com/docs/universal-player-combat/one-item-at-a-time). For most parts, start from a [ready style](https://rigbak.com/docs/universal-player-combat/inventory#pick-a-style) and remove what you do not use.

---

Previous page: [Inventory](https://rigbak.com/docs/universal-player-combat/inventory). Next page: [Survival Grid Inventory](https://rigbak.com/docs/universal-player-combat/inventory-survival-grid)
