Common Design Patterns (Examples)
These are examples, not built-in rules.
You can implement them using item tags, custom booleans onUItemDataAsset, or your own logic.
Potion Belt (Slots 0–2, Consumables Only)
Blueprint Pattern In your UI or character Blueprint, when assigning to the hotbar:Has Matching Gameplay Tag(or your own “Is Consumable” flag)Assign Item To SlotPrint String/Show Notificationwidget
Weapon Loadout (Slots 3–5, Weapons Only)
Blueprint Pattern- A Gameplay Tag like
Item.Category.Weapon - Or a bool like
bIsWeaponon the Item Data Asset exposed to Blueprint
Quick Heal (Use First Health Potion in Hotbar)
Blueprint Pattern Create a custom event on your character, e.g.Quick Heal: