Installation & Quick Setup
Install the plugin and get started
Getting the MP_Inventory plugin up and running in your project takes only a few minutes.
1. Enabling the Plugin
- Open your project in Unreal Engine.
- Go to Edit > Plugins.
- Search for
MP_Inventoryand check the Enabled box. - Restart the editor if prompted.
2. Setting Up the Player Controller (The Manager)
The UMP_InventoryManager is the central hub for handling RPCs and proximity loot.
- Open your custom
PlayerControllerBlueprint. - In the Components panel, click + Add and search for
MP_InventoryManager. - Add it to the Player Controller.
The Manager does not store items itself. It simply coordinates actions between the player, the world, and different inventory components.
3. Setting Up the Component
The UMP_InventoryComponent is where the actual items are stored. It can be attached to any Actor in the game (Storage Chests, Vehicles, Dropped Bags, etc.). For a player's main inventory, it is recommended to attach it to the PlayerController but also works with Character and Pawn, PlayerState.
- Open the Blueprint you want to hold items (e.g., your
PlayerControlleror a Chest). - Click + Add and search for
MP_InventoryComponent. - Select the component and look at the Details Panel:
- CRITICAL: Set the InventoryID (a unique name like
PlayerInventoryorChest_123) and the OwnerID (used for security, e.g.,Player_0orGLOBAL). - Set Max Inventory Slots to your desired size (e.g., 20).
- Configure Strict Slots depending on your UI design (
Truefor Grid-based slots,Falsefor infinite scrolling lists). - (Optional) Enable Enforce Weight Limit and set a Max Weight Capacity.
- CRITICAL: Set the InventoryID (a unique name like
4. Creating Item Data Assets
You don't need to manually configure the internal Item Registry or subsystems. The plugin handles that entirely under the hood. You only need to create the actual data for your game items.
- Create your item data using the Unreal Engine Asset Manager.
- Create a new Data Asset based on
UMP_ItemDefinition. - Fill out the item properties (Name, Icon, Max Stack Size, Weight, Equipment Class, etc.).
- When you call an action like
Add Item, simply pass in the uniqueItemIDcorresponding to your Data Asset.
5. Testing Your Setup
You can now use Blueprints to interact with the inventory:
- In your UI or Player Controller Blueprint, get a reference to your
MP_InventoryManager. - Drag off the manager and call an RPC like Add Item or Transfer Item.
- Supply the Target
InventoryID, a validItemID, andQuantity. - The Manager will securely route the request to the server, validate permissions, and execute the action on the respective
MP_InventoryComponent. - Run the game in Play As Listen Server or Dedicated Server to verify that the item is successfully added and replicated!
For a deep dive into building the UI to display these items, check out theModular UI Integration guide!