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How It Works

The hotbar can “remember” what was assigned to each slot:
  1. Assign an item to a hotbar slot
  2. The item’s ItemID is stored as this slot’s sticky ID
  3. Use or drop all items until the slot is empty
  4. The slot stays empty, but the sticky ID remains
  5. When you later obtain that item again (via pickup, crafting, etc.), the hotbar:
    • Refills that empty slot first
    • Sends any remaining items to the main inventory
This keeps the hotbar layout stable even as items are consumed.

Configuration

Enable/disable auto-refill:
  • Blueprint: set Auto Refill Enabled on HotbarComponent
  • C++: HotbarComponent->bAutoRefillEnabled = true;
Manual refill:
HotbarComponent->TryAutoFillFromInventory(SlotIndex);
Check if a slot is waiting for refill:
bool bWaiting = HotbarComponent->IsWaitingForRefill(SlotIndex);
Clear sticky memory:
HotbarComponent->ClearStickyID(SlotIndex);
C++
HotbarComponent->bAutoRefillEnabled = true;

HotbarComponent->TryAutoFillFromInventory(SlotIndex);

bool bWaiting = HotbarComponent->IsWaitingForRefill(SlotIndex);

HotbarComponent->ClearStickyID(SlotIndex);