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UItemDataAsset is a Data Asset that defines everything about an item type. Think of it as the “blueprint” or “template” for items.

Anatomy of an Item Data Asset

Basic Information
Item ID: WoodenSword             // Unique identifier
Display Name: "Wooden Sword"      // Shown to player
Description: "A basic sword..."   // Tooltip text
Flavor Text: "Every hero..."      // Lore text
Item Rarity: Item.Rarity.Common   // Quality tier
Weight: 2.5                       // Weight in kg
  • Item ID: Unique FName used by code
  • Display Name: Localized text shown in UI
  • Description: Functional description of the item
  • Flavor Text: Optional lore/story text
  • Item Rarity: Gameplay tag defining quality (Common, Rare, Epic, etc.)
  • Weight: Used for encumbrance calculations
Stacking Configuration
Max Stack Size: 1                 // How many per stack
Stacking Policy: FullInstance     // How stacking works
Bucket Width Percentage: 20       // Policy granularity
Include Rarity In Stack Key: false
See Stacking Rules for detailed explanation. Equipment Properties
Is Equipable: true
Equipment Slot Tag: Equipment.Slot.MainHand
Compatible Slot Tags: [Equipment.Slot.MainHand, Equipment.Slot.OffHand]
Equipment Type Tag: Equipment.Type.OneHanded

// Visual
Equipment Mesh Variants:
   Default: SK_Sword
   Male: SK_Sword_Male
   Female: SK_Sword_Female

Equipment Material Overrides:
   Item.Rarity.Rare: M_Sword_Blue
   Item.Rarity.Epic: M_Sword_Purple

Attachment Socket: hand_r
Equipment Transform Offset: (X=0, Y=0, Z=0)

// Body Part Hiding
Hides Body Parts: false
Body Parts To Hide: []
  • Is Equipable: Can this be equipped?
  • Equipment Slot Tag: Primary slot for this item
  • Compatible Slot Tags: All slots this can fit in (e.g., ring in either ring slot)
  • Equipment Type Tag: Categorization (OneHanded, TwoHanded, Shield, etc.)
  • Mesh Variants: Different meshes for different character types
  • Material Overrides: Different materials based on rarity
  • Attachment Socket: Socket name on skeleton to attach to
  • Transform Offset: Fine-tune position/rotation
  • Body Part Hiding: Hide character parts when equipped (e.g., hide hair under helmet)
Weapon Properties
Is Weapon: true
Weapon Tag: Weapon.Sword
Weapon Actor Class: BP_SwordActor
Equip Ability: GA_EquipWeapon
Unequip Ability: GA_UnequipWeapon
  • Is Weapon: Marks this as a weapon
  • Weapon Tag: Weapon classification
  • Weapon Actor Class: Spawned actor when equipped
  • Equip/Unequip Ability: Gameplay abilities triggered on equip/unequip
Consumable Properties
Is Consumable: true
Consumable Data:
   Auto Consume On Use: true
   Drop On Remaining Quantity: false
   Consumable Ability: GA_UseHealthPotion
  • Is Consumable: Can be consumed
  • Auto Consume On Use: Automatically reduce quantity
  • Drop On Remaining Quantity: Drop if some remain after use
  • Consumable Ability: Gameplay ability activated on use
Stats & Value
Item Stats:
   Fixed Stats:
      [0]: Stat.Attack | Value: 10
      [1]: Stat.Durability | Value: 100
   Rolled Stat Rules:
      [0]: Stat.CritChance | Min: 5.0 | Max: 15.0

Item Value:
   Base Value: 50.0
   Sell Value: 25.0
   Vendor Type: Vendor.Blacksmith

Max Durability: 100.0
Can Decay: true
Decay Rate: 0.1 (per second)
  • Fixed Stats: Always the same (e.g., sword always has 10 attack)
  • Rolled Stat Rules: Random within range (e.g., crit chance between 5-15%)
  • Item Value: Buy and sell prices
  • Durability: Maximum durability
  • Decay: Deterioration over time
Visual & Audio
Static Meshes: [SM_Sword]
Skeletal Meshes: [SK_Sword]
Item Offset: (X=0, Y=0, Z=0, Pitch=0, Yaw=0, Roll=0)

Icon: T_Sword_Icon
Full Size Icon: T_Sword_Large

Sounds:
   Equip: SFX_Equip_Sword
   Use: SFX_Sword_Swing
   Drop: SFX_Drop_Metal
  • Static/Skeletal Meshes: 3D representation
  • Item Offset: Adjust position when held/equipped
  • Icon: Small icon for inventory (64x64 or 128x128)
  • Full Size Icon: Large icon for inspection
  • Sounds: Audio for various actions
Ability System
Active Ability: GA_PrimaryAttack
Passive Ability: GA_SwordMastery
Remove Ability: GA_SwordMastery
Action Set: ActionSet_Sword
  • Active Ability: Triggered on use
  • Passive Ability: Always active when equipped
  • Remove Ability: Removed when unequipped
  • Action Set: Defines primary action behavior

Creating Item Data Assets

  1. Content Browser → Right-click → Miscellaneous > Data Asset
  2. Choose ItemDataAsset as the class
  3. Name it with a prefix (e.g., DA_HealthPotion, DA_IronSword)
  4. Configure all relevant properties
  5. Save