MP_Inventory
Official documentation for MP_Inventory plugin. A robust, fully replicated multiplayer inventory system for Unreal Engine 5.0+
Overview
Overview and features of MP_Inventory
Installation & Quick Setup
Install the plugin and get started
Inventory Component
UMP_InventoryComponent reference
Inventory Manager
UMP_InventoryManager router logic
Item Data & Registry
Item Data Assets and Registry Subsystem
Operations & RPCs
Handling items securely over network
MP_Inventory is a robust, high-performance, fully replicated multiplayer inventory system for Unreal Engine.
Designed from the ground up for massive scalability, it leverages `FFastArraySerializer` to ensure ultra-efficient network bandwidth usage, making it perfect for both small co-op games and massive multiplayer online games (MMOs).
Version Information
- Current Release: Version 1.0.0 (Initial Launch)
- Engine: Unreal Engine 5.0+
- Platforms: Win, Mac, Linux (Server), Android, iOS
Requirements & Specs
- Environment: Networked Multiplayer
- Dependencies: NetCore, UMG, Slate
- Project Type: Blueprint or Hybrid C++
Core Features
Multiplayer Replicated
100% server-authoritative architecture preventing client-side cheating and desync.
FastArray Performance
Replicates only the precise delta (the exact item that changed) using FFastArraySerializer, saving massive bandwidth.
Strict & Infinite Modes
Native support for both rigid slot-based grid inventories and shifting infinite-list inventories.
Index Mapping Tracker
Intelligently maps static logical SlotIndexes to dynamic physical FastArray indexes.
Proximity Loot System
Optimized nearby loot tracker managed by the Player Controller.
Weight Tracking
Built-in cumulative weight enforcement to restrict players from carrying too much.
Modular Blueprint UI
Frontend is completely decoupled from the backend. Build your own UI from scratch using UMG ListViews.
Automatic Save/Load
Seamless persistence across sessions using bAutoSaveLoad.
Important Architecture Note
The plugin is strictly divided into Components (the container), Managers (the router on the PlayerController), and a Registry (Subsystem tracking all data assets).