UMI provides core systems for:
- Inventory & storage
- Equipment & character loadouts
- Hotbar & quick actions
- Loot generation
- Crafting (optional integration)
- World item interaction
- Persistence & saving
Design Philosophy
- Multiplayer First
All operations follow strict server authority and validated RPCs. - Extensible Architecture
Blueprint and C++ friendly with well-defined extension points. - Data-Driven
Items, recipes, loot tables, and actions defined as Primary Data Assets. - Integration Ready
Optional integrations with GAS, Enhanced Input, and Common UI. - Performance Focused
Optimized replication, lightweight structs, async loading, and container-level networking.
Key Features (Summary)
Inventory
- Flexible slot-based storage
- Advanced stacking (durability, decay, provenance)
- Weight & encumbrance support
- Tag-based restrictions (per slot or container)
- Auto-stack, auto-sort, item splitting, overflow handling
- 8 sort types (name, rarity, quantity, category, value, etc.)
Equipment
- Dynamic equipment slots
- Mesh swaps (skeletal & static)
- Body part hiding (hair, helmets, etc.)
- Rarity-based visuals
- Equipment presets (armor, jewelry, weapons, clothing)
Hotbar & Quick Actions
- Quick slot system for weapons, tools, consumables
- Auto-refill memory
- Cooldowns per slot
- Weapon swapping with equipment integration
Item Definition System
- Data Asset–driven items
- Display name, description, flavor text
- Icons, meshes, multiple mesh variants (male/female/default)
- Rarity tags
- Durability & decay
- Infusion/mod slots
Loot System
- Weighted loot tables
- Level/rank scaling
- Quantity ranges
- Single-use or respawnable containers
- Easy integration with world actors
Crafting System
(Optional — only if Crafting plugin is installed)- SimpleQueue, MultiSlot, MaterialProcessing modes
- Data Asset–driven recipes
- Ingredient + tool + fuel requirements
- Optional ingredients with bonus effects
- Skill hooks for bonuses or perk effects
- Pause/resume + progress tracking
Interaction System
- Raycast and proximity-based interaction
- Hold-interact with progress bar
- Tool requirements
- LOS checks, distance checks
- Animation montage support
- Foliage interaction
Persistence & Saving
- Automatic save with configurable autosave
- ISaveable interface
- Bucket-based organization
- Level streaming support
- Async load
- Extendable backend (file, cloud, DB)
- All other UM plugins work automatically with this system.
Primary Action System
- Central action dispatcher for item use
- GAS integration for abilities/effects
- Press/hold/release input modes
- Global cooldowns and validation
- Combo chains for melee
Player Profile
- Central hub for all player systems
(Inventory, equipment, hotbar, crafting, abilities, etc.) - Handles UI blocking
- Handles teleportation & location management
Multiplayer
- Full replication for all item operations
- Server authority enforcement
- Validated RPCs
- Area-based networking for container replication
- Bandwidth-optimized deltas
System Architecture (Summary)
Player Character
Crafting Stations
World Containers
Data Asset Architecture
Quick Start
- Enable UMI in your project
- Add InventoryComponent to player character
- Create ItemDataAssets
- Add InteractionComponent to your PlayerController
- Setup UI using the provided base widgets
- Test item pickup, equipment, and inventory management
For complete installation instructions, see Installation & Setup.
System Requirements
- Unreal Engine 5.0+
- Gameplay Ability System (optional, recommended)
- Enhanced Input
- Common UI
- Multiplayer or single-player supported
- All platforms supported by UE
Performance Considerations
- Per-frame save budget
- Delta replication for item changes
- Area-of-interest networking
- Async load operations
- Optional object pooling for world items