> ## Documentation Index
> Fetch the complete documentation index at: https://docs.warpathstudios.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Item Definitions

> is a Data Asset that defines everything about an item type.

`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](https://github.com/AlleyKilla/InventorySystem/blob/claude/setup-wiki-documentation-01BiWDAT5DC6zum2q7h5G41e/Wiki/03-Core-Concepts.md#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**
