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Consumable Fragment

The Consumable fragment allows an item to be used or consumed, applying a Gameplay Effect to the owning actor (typically the player).

It supports multiple consumption modes, including single-use, stack-based charges, durability-based charges or unlimited use.

If the mode requires stacks or durability, the corresponding fragment must also exist on the item.

Fragment Tags

This fragment adds the Inventory.Item.Trait.Consumable tag to an item, which introduces the Consumable trait.

Properties

This fragment has the following properties.

Property

Description

ConsumableEffect

Gameplay Effect to apply when consumed.

EffectLevel

Level used when applying the Gameplay Effect. Defaults to 1.0.

UseMode

Defines how the consumable behaves. Determines whether charges, wear, or single-use logic applies.

QuantityPerUse

Stack quantity to consume (only if ReduceStack is true).

WearPerUse

Amount of durability wear applied on use (only if ReduceDurability is true).

Consumption Modes

The UseMode property determines how many times the item can be consumed:

Mode

Description

Unlimited

Can be consumed indefinitely. No stack or durability is reduced.

SingleUse

Consumed exactly one time. The item is removed after use.

Charges: Stack

Consumes from the stack using QuantityPerUse. Requires a Stack fragment.

Charges: Durability

Applies durability wear using WearPerUse. Requires a Durability fragment.

Operations

This fragment exposes the following operations.

Function

Description

CanConsume(Item)

Returns whether the item can be consumed based on stack and durability.

Consume(Item)

Applies the effect and reduces stack/durability if applicable.

ConsumeWithCallback(Item, Callback)

Same as Consume, but provides a callback with the applied GameplayEffectHandle.

Memory

The Consumable fragment does not have a memory. However, if the effect is successfully applied, the resulting Gameplay Effect Handle is stored in the list of active handles within the item instance.

Event Payload

The Consumable fragment does not broadcast a dedicated event. You can still respond to consumption through:

  • Stack or durability changes.

  • Gameplay Effect events from the Ability System Component.

  • Gameplay Tag events from the Ability System Component.

Gameplay Ability

You can use the fragment directly, but if you need to play an animation or perform other gameplay events when consuming the item, you can use the Consume Gameplay Ability. This ability performs those additional tasks before calling the fragment's core functions.

Last modified: 07 December 2025