v1.0.0 Core Features
- Fully replicated multiplayer inventory system
- Stackable items with
FItemInstanceand unique item support - Weight/encumbrance system with customizable rules
- Equip/Unequip pipeline with equipment slots
- Hotbar & quick-action item usage system
- Loot tables + loot component + drop generation
- World item actors with pickup logic
- Decay system with spoilage & item degradation
- Save system integration (
ISaveable,SaveSubsystem) - Interaction system support (pickup, containers, harvesting)
- Drag-and-drop Inventory UI widget set
- Gameplay Ability System (GAS) item ability integration hooks
- Full Blueprint and C++ API exposed
- Asset Manager category support for items & loot tables
v1.1.0 — Hotbar Expansion & UI Improvements
🚀 New
- Added Hotbar cooldown system (per-slot cooldown tracking)
- Added support for auto-refill sticky hotbar slots
- Added scroll-to-cycle hotbar slot (mouse wheel integration)
- Added hotbar selection events for UI updates
🛠 Improvements
- Updated hotbar API for easier Blueprint use
- Improved drag-and-drop responsiveness
- Added safety checks for invalid slot access
- Improved icon visibility rules for empty & stacked items
🧹 Fixes
- Fixed issue where hotbar cooldowns weren’t replicated properly
- Fixed ghost-slot issue when dragging items from destroyed containers
v1.2.0 — Loot System Overhaul
🚀 New
- Added Global Rarity Weights to loot tables
- Added item-level scaling for dynamic stat scaling
- Added per-item rarity overrides
- Added Stat Scaling Rules to loot tables
- Added maximum items-to-spawn to loot tables
- Added FLootResult struct for cleaner drop generation
🛠 Improvements
- Simplified drop weight math for easier balancing
- Improved debug logging when generating loot
- Resource nodes now support single-use OR respawnable mode
🧹 Fixes
- Fixed issue where loot tables with fixed quantity entries ignored Min/Max
- Fixed crash if a loot table contains null ItemData
- Fixed occasional replication race when spawning world items
v1.3.0 — Respawn Manager Integration
🚀 New
- Added URespawnManagerSubsystem
- Added support for respawnable world actors (trees, rocks, chests, etc.)
- Added register/unregister API for respawnables
- Added respawn event callbacks
🛠 Improvements
- Integrated Respawn Manager with Loot System for renewable resources
- Improved resource node Blueprint examples
- Cleaned up respawn timing logic to ensure stable multiplayer behavior
🧹 Fixes
- Fixed actors sometimes respawning twice after server travel
- Fixed loot component not resetting properly on respawn
v1.4.0 — Interaction System Upgrade
🚀 New
- Added FInteractionOption support for custom interactions
- Added tool requirement support (
RequiredToolsper interaction) - Added hold-interaction progress tracking
- Added line-of-sight & distance validation per interaction option
🛠 Improvements
- Foliage interaction UX improved (sphere/capsule tracing)
- Better debug messages for incorrect setup
- Simplified adding interaction options in Blueprint
🧹 Fixes
- Fixed interaction prompts disappearing in rare cases
- Fixed issue where InteractionComponent could trace the player’s own mesh
v1.5.0 — Save System Enhancements
🚀 New
- Added FItemRecord → FItemInstance serialization helpers
- Added example custom saveable containers (Blueprint & C++)
- Added auto-registration for world items with SaveSubsystem
🛠 Improvements
- Faster save serialization through pooled memory writers
- Cleaned up replication→save execution order
- Added error logging for items missing valid Item IDs
🧹 Fixes
- Fixed issue where items inside containers weren’t always serialized
- Fixed corrupt saves from negative quantities (design-time mistake)
v1.6.0 — UI/UX Updates
🚀 New
- Added nameplates, rarity coloring & quantity overlays
- Added built-in cooldown radial widget
- Added optional “sticky slot indicator” for refilling hotbar slots
🛠 Improvements
- Better default inventory grid layout
- Improved mobile/touch drag-and-drop support
- Added support for UI scaling in 1080p → 4K resolutions
🧹 Fixes
- Fixed blurry icons on certain DPI scales
- Fixed selection/highlight layering issues
v1.7.0 — GAS Enhancements
🚀 New
- Added standardized item-use → ability activation path
- Added override hook
GetAbilitySpecForItem() - Added tag-driven ability activation on hotbar usage
🛠 Improvements
- Simplified integration with AbilitySystemComponent
- Supported cooldown propagation back to the Hotbar system
🧹 Fixes
- Fixed ability activation on clients with high latency
- Fixed missing replication of ability-granted effects in some cases