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v1.0.0 Core Features

  • Fully replicated multiplayer inventory system
  • Stackable items with FItemInstance and 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 (RequiredTools per 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

v1.8.0 — Initial Marketplace Release