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Remove by ID Remove a specific quantity by ItemID: Blueprint:
[InventoryComponent] → RemoveItemByID
   ItemID: HealthPotion
   Quantity: 3
   Return: Actual removed count
C++:
int32 RemovedCount = InventoryComponent->RemoveItemByID("HealthPotion", 3);
if (RemovedCount < 3)
{
    UE_LOG(LogTemp, Warning, TEXT("Only removed %d items, not enough in inventory"), RemovedCount);
}
Remove by Data Asset
int32 Removed = InventoryComponent->RemoveItemByAsset(HealthPotionAsset, 2);
Remove from Specific Slot
bool bSuccess = InventoryComponent->RemoveItemAtIndex(SlotIndex, Quantity);
Take Item (Remove and Return) Remove an item and get the instance:
FItemInstance TakenItem = InventoryComponent->TakeItemAt(SlotIndex, Quantity);
if (!TakenItem.IsEmpty())
{
    // Do something with the taken item
    SpawnWorldItem(TakenItem);
}