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Required Project Settings

1. Enable Required Plugins

UMI depends on these plugins (they should auto-enable):
  • Gameplay Abilities System (built-in)
  • Enhanced Input (built-in)
  • Common UI (built-in)
Verify in Edit > Plugins:
  • Search for each plugin
  • Ensure they’re all enabled
  • Restart if necessary

2. Project Settings Configuration

Input Settings (Legacy Input) If using legacy input (not Enhanced Input), add action mappings:
  1. Edit > Project Settings > Input
  2. Add these Action Mappings:
    • Interact → E key
    • OpenInventory → Tab or I key
    • PrimaryAction → Left Mouse Button
    • Hotbar1 through Hotbar9 → Number keys 1-9
Enhanced Input (Recommended)
  1. Create an Input Mapping Context for inventory actions
  2. Define Input Actions for:
    • Interact
    • Open Inventory
    • Primary Action
    • Hotbar Slots (1-9)
  3. Add the mapping context to your player controller
Collision Settings Add a custom trace channel for interactions:
  1. Edit > Project Settings > Collision
  2. Under Trace Channels, click New Trace Channel
  3. Name: Interaction
  4. Default Response: Block
  5. Click Accept
Configure your world objects to respond to the Interaction channel appropriately.

Gameplay Tags

UMI supports gameplay tags for categorization, equipment validation, filtering, and optional preset configurations. All tags are fully data-driven — you may use UMI with any tag structure, or none at all. UMI never requires specific tags to exist.

When You Might Use These Tags

If you plan to use UMI’s preset helpers (e.g., SetupStandardArmorSlots(), SetupWeaponSlots()), the example tags below will work immediately. If not, you are free to define your own hierarchy and assign tags however your game requires.

Adding Gameplay Tags

  1. Go to Edit → Project Settings → Gameplay Tags
  2. Add or edit a Gameplay Tag Source
    (or modify DefaultGameplayTags.ini directly)
  3. Create tags as needed

Example Tag Structure

These are optional examples provided only as a starting point.

Equipment Slots

Used by UMI’s preset slot setup functions:
[/Script/GameplayTags.GameplayTagsList]

; Standard Armor Slots (SetupStandardArmorSlots)
+GameplayTagList=(Tag="Equipment.Slot.Head",DevComment="Head slot")
+GameplayTagList=(Tag="Equipment.Slot.Chest",DevComment="Chest slot")
+GameplayTagList=(Tag="Equipment.Slot.Legs",DevComment="Leg slot")
+GameplayTagList=(Tag="Equipment.Slot.Feet",DevComment="Feet slot")
+GameplayTagList=(Tag="Equipment.Slot.Hands",DevComment="Hands slot")

; Weapon Slots (SetupWeaponSlots)
+GameplayTagList=(Tag="Equipment.Slot.MainHand",DevComment="Main hand")
+GameplayTagList=(Tag="Equipment.Slot.OffHand",DevComment="Off hand or shield")

; Jewelry Slots (SetupJewelrySlots) - optional
+GameplayTagList=(Tag="Equipment.Slot.Ring1",DevComment="Ring slot 1")
+GameplayTagList=(Tag="Equipment.Slot.Ring2",DevComment="Ring slot 2")
+GameplayTagList=(Tag="Equipment.Slot.Necklace",DevComment="Neck slot")

Equipment Types (Optional)

Useful for filtering or enforcing item rules:
+GameplayTagList=(Tag="Equipment.Type.OneHanded")
+GameplayTagList=(Tag="Equipment.Type.TwoHanded")
+GameplayTagList=(Tag="Equipment.Type.Shield")
+GameplayTagList=(Tag="Equipment.Type.Armor")

Item Rarity (Optional)

Commonly used for loot tables or UI display:
+GameplayTagList=(Tag="Item.Rarity.Common")
+GameplayTagList=(Tag="Item.Rarity.Uncommon")
+GameplayTagList=(Tag="Item.Rarity.Rare")
+GameplayTagList=(Tag="Item.Rarity.Epic")
+GameplayTagList=(Tag="Item.Rarity.Legendary")

Item Categories (Optional)

Useful for container filtering or crafting rules:
+GameplayTagList=(Tag="Item.Category.Weapon")
+GameplayTagList=(Tag="Item.Category.Armor")
+GameplayTagList=(Tag="Item.Category.Consumable")
+GameplayTagList=(Tag="Item.Category.Resource")
+GameplayTagList=(Tag="Item.Category.Tool")

Interaction Types (Optional)

For use with the Interaction System:
+GameplayTagList=(Tag="Interaction.Pickup")
+GameplayTagList=(Tag="Interaction.Open")
+GameplayTagList=(Tag="Interaction.Harvest")

Tool Types (Optional)

Paired with interaction or crafting requirements:
+GameplayTagList=(Tag="Tool.Pickaxe")
+GameplayTagList=(Tag="Tool.Axe")
+GameplayTagList=(Tag="Tool.Hammer")

Custom Tag Structures

You are free to define any tag hierarchy:
+GameplayTagList=(Tag="MyGame.Gear.Helmet")
+GameplayTagList=(Tag="MyGame.Quality.Trash")
+GameplayTagList=(Tag="MyGame.Quality.Godlike")
UMI will use whatever tags you assign in your:
  • Item Data Assets
  • Equipment slot definitions
  • Container rules
  • Custom gameplay logic

Minimal Setup

You only need tags that your items or slots actually reference, such as:
  • Tags used in equipment slot definitions
  • Tags assigned to Item Data Assets
  • Tags used by container restrictions
  • Tags used by your own filtering logic
UMI can be used with zero tags and expanded later as your item catalog grows.