> ## 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.

# Activating Items

> Activate whatever item is in a given slot:

### Use a Hotbar Slot

Activate whatever item is in a given slot:

**Blueprint:**

```
[HotbarComponent] → UseHotbarSlot
   Slot Index: 0
   Return: Success (true/false)
```

**C++:**

```
bool bUsed = HotbarComponent->UseHotbarSlot(0);
```

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:

```
IA_Hotbar1 (Triggered)
   ↓
[HotbarComponent] → UseHotbarSlot
   Slot Index: 0
```

Repeat for all slots you want to support.

### Legacy Input

```
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
    PlayerInputComponent->BindAction("Hotbar1", IE_Pressed, this, &AMyCharacter::UseHotbarSlot1);
    PlayerInputComponent->BindAction("Hotbar2", IE_Pressed, this, &AMyCharacter::UseHotbarSlot2);
    // ...
}

void AMyCharacter::UseHotbarSlot1()
{
    HotbarComponent->UseHotbarSlot(0);
}
```
