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From Inventory (Blueprint)

Typical flow when dragging from inventory to hotbar:
(Get Item At Index on InventoryComponent)

Assign Item To Slot on HotbarComponent
   Item Instance = [Inventory item]
   Slot Index    = [Target hotbar index]
   Return        = Success? (bool)
Node:
HotbarComponent → Assign Item To Slot

From Inventory (C++)

FItemInstance Item = InventoryComponent->GetItemAtIndex(InventorySlot);
bool bSuccess = HotbarComponent->AssignItemToSlot(Item, HotbarSlot);

Direct Assignment / Programmatic (Blueprint)

Make Item Instance
   ItemID   = "HealthPotion"
   Quantity = 5
   ItemData = DA_HealthPotion

Assign Item To Slot
   Slot Index = 1

Direct Assignment / Programmatic (C++)

FItemInstance HealthPotion;
HealthPotion.ItemID  = "HealthPotion";
HealthPotion.ItemData = HealthPotionAsset;
HealthPotion.Quantity = 5;

HotbarComponent->AssignItemToSlot(HealthPotion, 1);

Clearing Slots

Blueprint
  • Clear but keep sticky memory (for auto-refill):
Clear Slot But Keep Sticky
   Slot Index = X
  • Clear completely (including sticky ID):
Clear Slot And Sticky
   Slot Index = X
C++
// Clear but remember sticky ID
HotbarComponent->ClearSlotButKeepSticky(SlotIndex);

// Clear completely
HotbarComponent->ClearSlotAndSticky(SlotIndex);