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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: 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
See Stacking Rules for detailed explanation. Equipment Properties
  • 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: 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: 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
  • 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/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: 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