Architecture
This section includes deep dive on important technical aspects of the Inventory System.
- Fragment Reference
There are many detail to fragments and this section include references to all of them, plus any additional relevant technical notes.
- Save and Load
The Inventory System handles lots of data that must be saved and loaded between game sessions. In this tech chapter, you will find more information regarding this functionality.
- User Interface
Creating user interfaces to display containers and items is a very common part of any inventory system. In this section, you will find details about available Widgets and UMG Viewmodels.
- Assembling Meshes
When working with multiple Equipment Meshes representing wearable items, such as armor, it's common to use multiple skeletal meshes that need to follow the same animation.