Designed and implemented an optimized and modular inventory system using C++ and Blueprints, fully integrated with Unreal Engine's Gameplay Ability System.
The system builds upon a previously developed interaction system, reusing and extending its existing functionality to ensure consistency and seamless integration between world interactions and inventory management.
The system provides a comprehensive set of item management features:
Item Usage: Activate consumables and usable objects directly from the inventory.
Equip / Unequip: Equip and remove weapons, armor and other equipment.
Drop: Drop items into the game world.
Destroy: Permanently remove items from the inventory.
Hotbar Assignment: Assign items to customizable hotbar slots for quick access.
Category Filtering: Filter inventory items by type, including consumables, weapons, armor, quest items and other item categories.
Save System: Save and restore inventory data and item states.
The inventory features a dedicated UI widget system, providing an intuitive interface for item management, category navigation and interactions.
I also implemented dynamic input adaptation for both Keyboard & Mouse and Gamepad. Input icons and key prompts automatically update according to the currently active input device, ensuring a consistent and intuitive UI experience across input methods.
The system was designed with modularity, optimization and flexibility in mind, allowing it to integrate seamlessly with existing gameplay mechanics through GAS and the previously developed interaction framework.

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