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)
- 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:- Edit > Project Settings > Input
-
Add these Action Mappings:
Interact→ E keyOpenInventory→ Tab or I keyPrimaryAction→ Left Mouse ButtonHotbar1throughHotbar9→ Number keys 1-9
- Create an Input Mapping Context for inventory actions
-
Define Input Actions for:
- Interact
- Open Inventory
- Primary Action
- Hotbar Slots (1-9)
- Add the mapping context to your player controller
- Edit > Project Settings > Collision
- Under Trace Channels, click New Trace Channel
- Name:
Interaction - Default Response:
Block - Click Accept
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
- Go to Edit → Project Settings → Gameplay Tags
- Add or edit a Gameplay Tag Source
(or modifyDefaultGameplayTags.inidirectly) - 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:Equipment Types (Optional)
Useful for filtering or enforcing item rules:Item Rarity (Optional)
Commonly used for loot tables or UI display:Item Categories (Optional)
Useful for container filtering or crafting rules:Interaction Types (Optional)
For use with the Interaction System:Tool Types (Optional)
Paired with interaction or crafting requirements:Custom Tag Structures
You are free to define any tag hierarchy:- 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