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Common Design Patterns (Examples)

These are examples, not built-in rules.
You can implement them using item tags, custom booleans on UItemDataAsset, or your own logic.

Potion Belt (Slots 0–2, Consumables Only)

Blueprint Pattern In your UI or character Blueprint, when assigning to the hotbar:
Key nodes you’d use:
  • Has Matching Gameplay Tag (or your own “Is Consumable” flag)
  • Assign Item To Slot
  • Print String / Show Notification widget
C++ Example

Weapon Loadout (Slots 3–5, Weapons Only)

Blueprint Pattern
Again, you can use either:
  • A Gameplay Tag like Item.Category.Weapon
  • Or a bool like bIsWeapon on the Item Data Asset exposed to Blueprint
C++ Example

Quick Heal (Use First Health Potion in Hotbar)

Blueprint Pattern Create a custom event on your character, e.g. Quick Heal:
You can track “found one” with a bool set in the loop or with a local variable. C++ Example