
https://discord.com/invite/6667vpA3qY
Learn to import files into Unreal Engine, organize assets for inventory, create materials from textures, rename assets for readability, and assign materials to static meshes.
Import money textures into a money folder, create blue, gold, green, red, and silver materials, adjust color brightness, and set metallic to 1 with roughness 0 for a shiny look.
Create a reusable money pickup system with blueprints and data tables in Unreal Engine 5; collisions add the configured amount to inventory based on data table rows.
Learn to use data tables and structs in Unreal Engine 5 to drive blueprints, enabling dynamic money types with name, amount, and static mesh.
Master a modular money system in Unreal Engine 5 by using a money amount variable, data table lookups, and inventory updates with a widget display.
Create a full-screen inventory UI by building a widget blueprint, add a canvas panel and overlay with background blur to display the money amount, and organize widgets in a folder.
Implement enhanced input in unreal engine 5 to toggle the inventory using the I key; create an inventory input context, action, and mapping, then test show/hide behavior.
Hide and toggle the inventory UI by handling the I key in the inventory widget blueprint, switch to game input, and remove the widget from the viewport.
Create an inventory component as an actor component and attach it to your third person character to centralize inventory logic—like the character movement component.
Learn how to transfer variables and nodes from blueprint to a component, organize money and inventory widget variables by category, and set up enhanced input and event graphs.
Learn to implement a money pickup in Unreal Engine 5 by binding begin overlap to an inventory component, using a function and event dispatcher for clean, organized code.
Learn to build a UE5 inventory UI that shows money amounts using widget borders and text, with top and bottom borders, anchors, tint, and a labeled inventory header.
Create a top-right money UI size box containing a money icon and money text in a horizontal box, with image size 44 by 78 and italic font.
Create a user created widget blueprint health bar for inventory user interface, using a size box and wrap box to adapt to screen size with max, half, and empty hearts.
Create modular heart UI in Unreal Engine 5 using user widget blueprints, size boxes, and images to display full, half, and empty hearts and health bar for advanced inventory system.
Design a heart widget that displays empty, half, or full hearts based on a 0 to 1 percent value using a float and brush from texture, updating with pre construct.
Build a dynamic max health and health system inside the inventory component, and render hearts in the health bar based on health and max health.
In this lesson you implement an 8-unit health system using a counter that increments at the end, producing full, half, and empty hearts in the health bar.
Expose max health and health on the BPC inventory, and implement increase and decrease health functions. Test using keyboard to verify health changes in Unreal Engine 5 inventory UI.
Organize a health bar widget in Unreal Engine 5 by creating and updating WB health bar, adding it to the viewport, and wiring health increases and decreases with offset positioning.
Master alignments in Unreal Engine 5 UI by copying panels, adjusting positions with anchor points, and using 0.5 alignment to center elements like the adventure log.
Speed up ui creation with copy and paste, duplicate a and b buttons, and adjust positions. Refine inventory ui elements like tabs, grids, eatables, equipping, and the interaction menu.
Build a tab system in Unreal Engine 5 using buttons and a widget switcher, since there is no built-in tab module, with icons, hover, click, and selection states.
Implement hover and click effects for Unreal Engine 5 UI tabs, using blueprint event graphs, and manage sort tab colors with linear colors for hover, activated, and not activated states.
Implement shield and eatables tab buttons with on hovered and on click states, including activated and not activated image colors, arranged in a grid and controlled by a widget switcher.
Create a tab-style interface using a widget switcher to cycle text blocks, sync buttons with the active index, and manage hover activation colors, with pre construct initializing the default tab.
Create and populate a data table in the inventory using the item struct, filling name, description, thumbnail, mesh, power, and stack size for items like mighty banana and blizzard rod.
Learn to design a modular inventory system in UE5 by replacing flat data table values with a slot struct, data table row handles, and an enum-based item type.
Learn to detect a picked-up item via hit results, cast to bp item, and extract data such as name, type, and quantity, then return the item, actor, and found flag.
Create a bottom-right interact UI in Unreal Engine 5 to guide players when items are found, displaying an E to pick up prompt and dynamic visibility within the inventory flow.
Learn to create and promote the interact widget, show it when a found item, and hide it when no item is found, then begin adding items to inventory with arrays.
Learn to add items already in the inventory by stacking quantities, respecting stack size, and updating the eatables array using Unreal Engine 5 blueprints.
Fix the add to inventory logic in Unreal Engine 5 by returning a boolean success and destroying items only after successful addition, then handle full stacks by using free slots.
Build a sword inventory slot from scratch in Unreal Engine 5 using BP inventory. Loop through items, match sword names, update quantity, or create a new slot when needed.
Master inventory logic in Unreal Engine 5 by increasing sword quantity when stacking is possible, or creating a new slot when the stack is full, using the data table row.
Copy and paste the shield, drag it to the execution pin, and replace sword references with shield to ensure shields appear in the inventory UI.
Design a quantity badge for inventory slots in unreal engine 5 by overlaying a 35 by 23 size box at the bottom-right, adding a translucent border and centered quantity text.
Design a slot UI in Unreal Engine 5 and implement quantity visibility using item and index variables, testing pre construct logic to show or hide the quantity box and image.
Hello Everybody, in this course we are going to learn everything that you need to know about creating a advanced dynamic inventory system
we will start with very basic stuff like importing files
then we start with the money management system for the UI
after that we start designing the health bar similar to legends of zelda health bar
next we will learn about the Tab system in unreal engine 5
then we will learn how to pick items up
then we will be creating a dynamic inventory System we learn to work with arrays and structures.
we will also learn about components and why we should use them
we also learn about how to write code in a modular way so it can be reusable within your game.
next we will create item holders and item info widgets so we can hover over a specific item that will give us the information value like power, name, and description.
Then we will also learn how to add a 3d body to our UI
Also we learn how to use and equip items
at the end we learn about drag and drop and how it works completely
we have a very active friendly discord channel that you can join and ask your questions and get help
we have a legend there that is always around and willing to help
so let us begin, and I hope you really enjoy the course This course is for both Beginners and intermediate users so I have tried my best to accommodate everyone in this course, Thank you.