Blueprint Function Library Helper

This class will help you to Debug, Edit, Get Information about the given inventory.

While you are customizing your inventory system, creating a new UI or equipment system; there are many helpful functions to use in here.

All of the Functions

Function Name Parameters Return Description
GetDebugStringFromInventory const FString& TitleOfInventory, const FInventory& InputInventory FString Returns a debug string for the given inventory.
GetRandomItemStaticDataFromSettings FGameplayTag ItemTag, bool bUseExactTagMatch, const TArray<UItemStaticData*>& ItemStaticDataArray UItemStaticData* Returns a random item static data from the settings array that matches the given tag.
GetInventoryFromTemplateInventory const FTemplateInventory& TemplateInventory, UInventoryManagerComponent* InvManagerComp FInventory Creates an inventory from the template inventory.
CoordsToIndex FIntPoint Point, FIntPoint GridSize int32 Returns the index of the given point in the grid.
IndexToCoords int Index, FIntPoint GridSize FIntPoint Returns the coordinates of the given index in the grid.
GetIndicesInRect int StartIndex, FIntPoint TargetRectSize, FIntPoint ContainerGridSize TArray<int32> Returns the indices of the rectangle in the grid.
CanRectangleFitInContainer int StartIndex, FIntPoint TargetRectToFit, FIntPoint ContainerGridSize bool Checks if the given rectangle can fit in the container grid.
GetInventoryGridSize const FInventory& Inventory FIntPoint Returns the size of the inventory grid.
GetProjectedIndicesFromCoords int32 StartIndex, FIntPoint HoveringItemGridSize, FIntPoint ContainerGridSize TArray<int32> Returns the projected indices of the hovering item in the container grid.
GetNumberOfItemsWillBeLeftAfterDrag const FSlotAddressWithSystem& SourceSlotAddress, ETargetTransactionType TransactionType int32 Returns the number of items that will be left after a drag operation.
GetNumberOfItemsWillBeDragged const FSlotAddressWithSystem& SourceSlotAddress, ETargetTransactionType TransactionType int32 Returns the number of items that will be dragged.
GetParentGameplayTags FGameplayTag GameplayTag TArray<FGameplayTag> Returns the parent tags of the given tag.
GetSectionsAvailableForItemData const FInventory& Inventory, const FItemStaticInfo& ItemStaticData TArray<int32> Returns the indexes of the sections that can hold the given item static data.
DoesHaveAnySlot UInventorySystem* InventorySystem bool Checks if the inventory has any slots.
GetInventorySection const FInventory& Inventory, int32 SectionIndex FInventorySection Returns the inventory section that matches the given index.
GetInventorySlotFromAddress const FSlotAddressWithSystem& SlotAddress FInventorySlot Returns the inventory slot that matches the given address.
GetItemsInSlot const FSlotAddressWithSystem& SlotAddress TArray<UInventoryItem*> Returns the items in the slot that matches the given address.
GetInventoryAddressOfItem const FInventory& Inventory, const UInventoryItem* Item FSlotAddress Returns the address of the item if the given inventory item is in the inventory system.
GetAllItemsInInventory const FInventory& Inventory, bool bIncludeNestedItems TArray<UInventoryItem*> Returns all the items that are in the inventory system.
CreateInventoryItemFromStaticData UItemStaticData* ItemStaticData, UPayloadTemplate* ItemPayloadTemplateOverride, UInventoryManagerComponent* InvManagerComp UInventoryItem* Creates a new inventory item from the given static data and payload template override.

Nested Inventory Architecture

ELMARATH DEV