
Welcome to the course!
Review of our item system's approach and design
A deeper dive into our Item Definitions and how they will be structured using inheritance and data assets
Deep dive into what is our Item Factory, what are the inputs and expected outputs
Deep dive into Item Instances and how we will use inheritance to structure out instance classes to maintain in-game item state
Deep dive into our inventory system design and how it will use Item Instances and be our source of truth
A resource reviewing programming fundamentals
Create the base item instance class based on our design
Add helper functions to the Item Instance class
Start building the Equippable Item Primary Data Asset by adding equipment slot gameplay tags.
Continue building the Equippable Item Primary Data Asset by adding attributes such as Health, Stamina, Strength, etc.
Create a data asset using the equippable item definition inside the editor.
Setting default tags using the definition constructor method and testing our asset creation in the editor.
Expand the base Item Instance class to support Equippable Item Instances and use the new Equippable Item Definition class.
Expand the Item Factory Class to support building or creating equippable items and testing it out in the editor.
Refactor the Item Factory class with a new custom method to separate Equippable Item Instance creation from other Item Instances to increase system scalability.
Refactor the Item Factory class with a new custom method to separate Equippable Item Instance creation from other Item Instances to increase system scalability.
Test out the creation of Equippable Items using our new factory method and the data assets in the Unreal editor.
Adding a consumable item type to the new consumable item definition class
Creating a consume item effect data object to create custom effects for items such as potions, speed buffs, food, etc.
Create an interface and define a Consume method to decouple how players and objects in game can consume items and apply the consumption effects.
Implement the interface on the Consumable Item Instance class and define the function for consuming items.
Add the functionality to consume the item in the editor using our player class and use our consume interface function
Expand the Item Factory class to support our consumable items
Create a custom spawnable item actor in C++ and use in blueprints
Use the spawnable actor from c++ and create a custom blueprint version
Create custom particle effects for the in game spawnable items to show their rarity
Add a method to the item factory to create a spawnable item
Test our spawnable item in game
Using Developer Settings, add custom item system settings to create a default spawnable item class
Test our custom settings and default spawnable item class
Learn the basics of Unreal Engine's saving and loading system using Save Objects
Create a custom item save structure to support all of our custom item types
Add a custom Get Save Data method to our base item class to enable our save system
Learn about Unreal Engine's Asset Manager system and setup our Data Assets to work properly
Test out the Get Save Data function in Unreal Editor
Expand the Equippable Item Instance class to get custom Equipment Save Data
Create a custom blueprint node to load items async easily in unreal engine
Create a custom blueprint node to load items async easily in unreal engine
Test the custom blueprint node to async load item data
Initialize items from loaded save data
Create a basic inventory system component in blueprints
Create a inventory item button widget
Create a inventory item button widget
Creating Items and adding them to the inventory to see test out the inventory widget
Add a item information panel to the inventory widget
Adding more details to the item details panel based on specific item types
Add a button to delete items from the inventory
Add a consume button for Consumable Items so you can consume the item from your inventory
Finishing up our inventory system using the Item System we created
Build a Core Item System in Unreal Engine 5 — Step by Step
If you’ve ever wanted to create an item and inventory system in Unreal Engine that feels flexible, expandable, and game-ready, this course is for you!
Over the course, you’ll build a data-driven item system from the ground up — complete with basic items, equippable items, consumable items, saving and loading, spawning items, and a fully functional inventory UI built in Blueprints.
By the end, you’ll know how to:
Create Item Definitions (data assets) for basic items, equippable gear, and consumable items with custom effects.
Use a custom Item Factory to generate items from data assets and from save files
Expand a custom item instance classes to support items-specific data.
Implement Saving and Loading systems to maintain state of your items
Create a Spawnable Items with particle effects and use Developer Settings to create Item System defaults
Build a Blueprint Inventory Component to store, manage, and interact with items.
Create an Inventory widget that shows item details, stats, and allows consuming or deleting items.
What You’ll Learn
Core Unreal Engine 5 C++ workflows for data-driven systems
How to bridge C++ systems with Blueprint-driven UI
Best practices for separating item definitions (static data) from instances (runtime data)
How to handle equippable items, including stats and durability
How to handle consumable items, including custom on-use effects
Save and Load item instances in both C++ and in Blueprints
Spawn items into the game world and add particle effects
Building expandable gameplay systems that can evolve with your project
Who This Course is For
Unreal Engine developers who want to level up their C++ and systems design skills
Indie developers building RPGs, survival games, or any project that needs an item/inventory system
Blueprint users who want to start incorporating C++ into their projects
Developers looking for clean, reusable game architecture
Anyone looking to build a game and needs a core item system
Requirements
An eagerness to learn and build a game
Basic understanding of Unreal Engine 5 (Blueprints or C++)
Unreal Engine 5 installed (latest stable version recommended)
A willingness to dive into C++ — we’ll walk through everything step-by-step
By the end of this course, you’ll have a complete, working item and inventory system that you can use, customize, and expand for your own Unreal Engine projects.