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Use a Hotbar Slot

Activate whatever item is in a given slot: Blueprint:
C++:
Typical behavior when using a slot:
  • Gets the item assigned to that slot
  • Checks if the item is usable (weapon, consumable, tool, etc.)
  • Triggers the item’s use/action logic
  • Reduces quantity for consumables (if auto-consume is enabled)
  • Triggers auto-refill if the slot becomes empty

Input Binding

Enhanced Input

Create an Input Action per hotbar slot (or use a single action with a key value):
  • IA_Hotbar1
  • IA_Hotbar2
  • IA_Hotbar9
In your character Blueprint:
Repeat for all slots you want to support.

Legacy Input