# Warpath Studios Plugin Documentation ## Docs - [Advanced Topics](https://docs.warpathstudios.com/AttributeSystem/advanced-topics.md): This page dives into systems only advanced users or plugin developers typically use. - [Attribute Level Link Definitions](https://docs.warpathstudios.com/AttributeSystem/attribute-level-link-definitions.md): This system allows attributes to influence each other automatically. - [Changelog](https://docs.warpathstudios.com/AttributeSystem/changelog.md): - Full data-driven attribute system - Attribute Profiles with unlimited attributes - Attribute Manager Component with full replication - Attribute Definiti - [Attribute Definition](https://docs.warpathstudios.com/AttributeSystem/core-concepts/attribute-definition.md): An Attribute Definition is the blueprint of a single stat inside UMAS. - [Attribute Level Link Definitions](https://docs.warpathstudios.com/AttributeSystem/core-concepts/attribute-level-link-definitions.md): Attribute Level Link Definitions allow designers to create automatic attribute relationships without writing code. - [Attribute Manager Component](https://docs.warpathstudios.com/AttributeSystem/core-concepts/attribute-manager-component.md): The Attribute Manager Component (AMC) is the heart of UMAS. - [Attribute Profiles](https://docs.warpathstudios.com/AttributeSystem/core-concepts/attribute-profiles.md): An Attribute Profile is a data asset that defines all attributes available on a character, including: - [Effect System](https://docs.warpathstudios.com/AttributeSystem/core-concepts/effect-system.md): UMAS includes a lightweight effect framework inspired by GAS, but simpler. - [Core Concepts](https://docs.warpathstudios.com/AttributeSystem/core-concepts/index.md): This page gives the designer-level description. - [Leveling & Progression](https://docs.warpathstudios.com/AttributeSystem/core-concepts/leveling-and-progression.md): Attributes can have: - [Subsystems](https://docs.warpathstudios.com/AttributeSystem/core-concepts/subsystems.md): UMAS contains two optional subsystems: - [Creating an Attribute Profile](https://docs.warpathstudios.com/AttributeSystem/creating-an-attribute-profile.md): An Attribute Profile is a data asset that defines the entire attribute structure for a character or actor. - [Example Project](https://docs.warpathstudios.com/AttributeSystem/example-project.md): Everything is located under: - [GAS (Optional)](https://docs.warpathstudios.com/AttributeSystem/gas-optional.md): UMAS works independently of Unreal’s Gameplay Ability System, but it can also layer on top of GAS or feed into GAS attributes depending on your project nee - [Attribute System](https://docs.warpathstudios.com/AttributeSystem/index.md): The Universal Multiplayer Attribute System (UMAS) is a modular, multiplayer-safe attribute framework designed to support any type of game: survival, RPG, a - [Installation & Setup](https://docs.warpathstudios.com/AttributeSystem/installation-and-setup.md): 1. - [Troubleshooting & FAQ](https://docs.warpathstudios.com/AttributeSystem/troubleshooting-and-faq.md): Likely cause: Profile not assigned to the Attribute Manager. - [Working With Attributes in Blueprint](https://docs.warpathstudios.com/AttributeSystem/working-with-attributes-in-blueprint.md): Every Actor with UMAS has the . - [Working With Attributes in C++](https://docs.warpathstudios.com/AttributeSystem/working-with-attributes-in-cplusplus.md): This page mirrors your UMF style: simple examples with short explanations. - [FAQ](https://docs.warpathstudios.com/FoliageSystem/faq.md): Does this require UMI? - [How It Works](https://docs.warpathstudios.com/FoliageSystem/how-it-works.md): When the player interacts with foliage: - [Overview](https://docs.warpathstudios.com/FoliageSystem/index.md): The Foliage Interaction System is a standalone plugin that adds harvesting, actor conversion, and respawn support for Unreal Engine foliage. - [Integration With UMI](https://docs.warpathstudios.com/FoliageSystem/integration-with-umi.md): The plugin does not implement its own interaction logic. - [Limitations](https://docs.warpathstudios.com/FoliageSystem/limitations.md): - Requires UMI for all interaction flow - Only the server should remove foliage instances - Heavy physics actors may impact performance - Avoid spawning ac - [Setup Instructions](https://docs.warpathstudios.com/FoliageSystem/setup-instructions.md): - Ultimate Multiplayer Inventory - Foliage System - [Troubleshooting](https://docs.warpathstudios.com/FoliageSystem/troubleshooting.md): Nothing happens when I interact with foliage - [Using the Plugin](https://docs.warpathstudios.com/FoliageSystem/using-the-plugin.md): 1. - [Changelog](https://docs.warpathstudios.com/InventorySystem/changelog.md): - Fully replicated multiplayer inventory system - Stackable items with and unique item support - Weight/encumbrance system with customizable rules - Equip/ - [Item Definitions](https://docs.warpathstudios.com/InventorySystem/core-concepts/item-definitions.md): is a Data Asset that defines everything about an item type. - [Item IDs](https://docs.warpathstudios.com/InventorySystem/core-concepts/item-ids.md): Every item in UMI is identified by a unique Item ID (). - [Item Instances](https://docs.warpathstudios.com/InventorySystem/core-concepts/item-instances.md): While defines the type of item, represents a specific instance of that item with unique properties. - [Stacking & Rules](https://docs.warpathstudios.com/InventorySystem/core-concepts/stacking-and-rules.md): UMI's stacking system is sophisticated, allowing different items to stack differently based on their properties and use case. - [World vs Inventory Items](https://docs.warpathstudios.com/InventorySystem/core-concepts/world-vs-inventory-items.md): World Items are physical actors placed in or spawned into the game world that players can see and interact with. - [Crafting System](https://docs.warpathstudios.com/InventorySystem/crafting-system/index.md): Crafting System reference for the Inventory System plugin. - [Multi-slot Crafting](https://docs.warpathstudios.com/InventorySystem/crafting-system/multi-slot-crafting.md): Multi-slot Crafting reference for the Inventory System plugin. - [Spawn Direct](https://docs.warpathstudios.com/InventorySystem/crafting-system/spawn-direct.md): Spawn Direct reference for the Inventory System plugin. - [Tool Requirements](https://docs.warpathstudios.com/InventorySystem/crafting-system/tool-requirements.md): Tool Requirements reference for the Inventory System plugin. - [Best Practices](https://docs.warpathstudios.com/InventorySystem/equipment-system/best-practices.md): 1. - [Creating Equipment Slots](https://docs.warpathstudios.com/InventorySystem/equipment-system/creating-equipment-slots.md): UMI provides preset slot configurations for common setups: - [Equipment Rules & Validation](https://docs.warpathstudios.com/InventorySystem/equipment-system/equipment-rules-and-validation.md): Items can only be equipped in compatible slots: - [Equipping & Unequipping Items](https://docs.warpathstudios.com/InventorySystem/equipment-system/equipping-and-unequipping-items.md): Before using equipment, initialize the component with inventories: - [Events](https://docs.warpathstudios.com/InventorySystem/equipment-system/events.md): Fired when any equipment slot changes: - [Equipment System](https://docs.warpathstudios.com/InventorySystem/equipment-system/index.md): The Equipment System allows characters to equip items and automatically update their visual appearance with equipped gear. - [Integration with Gameplay Abilities](https://docs.warpathstudios.com/InventorySystem/equipment-system/integration-with-gameplay-abilities.md): Items can trigger abilities when equipped: - [Item Charges (Ammo / Durability)](https://docs.warpathstudios.com/InventorySystem/equipment-system/item-charges-ammo-durability.md): Use to update the charge count on an already-equipped item without triggering the full equip/unequip cycle. - [Multiplayer Considerations](https://docs.warpathstudios.com/InventorySystem/equipment-system/multiplayer-considerations.md): fully replicates: - [Querying Equipped Items](https://docs.warpathstudios.com/InventorySystem/equipment-system/querying-equipped-items.md): Returns a flat array of item instances (one per occupied slot, in no guaranteed order). - [Quick Start with CharacterEquipmentSetup](https://docs.warpathstudios.com/InventorySystem/equipment-system/quick-start-with-characterequipmentsetup.md): is an editor-time helper component that wires up your character's equipment in a few clicks — no C++ required. - [Visual Mesh Replacement](https://docs.warpathstudios.com/InventorySystem/equipment-system/visual-mesh-replacement.md): 1. - [Example Project](https://docs.warpathstudios.com/InventorySystem/example-project.md): Example Project reference for the Inventory System plugin. - [Extending UMI](https://docs.warpathstudios.com/InventorySystem/extending-umi.md): UMI is designed to be extended and customized for your game's specific needs. - [Activating Items](https://docs.warpathstudios.com/InventorySystem/hotbar-quick-actions/activating-items.md): Activate whatever item is in a given slot: - [Adding the Hotbar Component](https://docs.warpathstudios.com/InventorySystem/hotbar-quick-actions/adding-the-hotbar-component.md): 1. - [Assigning Items](https://docs.warpathstudios.com/InventorySystem/hotbar-quick-actions/assigning-items.md): Typical flow when dragging from inventory to hotbar: - [Auto-Refill System](https://docs.warpathstudios.com/InventorySystem/hotbar-quick-actions/auto-refill-system.md): The hotbar can “remember” what was assigned to each slot: - [Cooldown Management](https://docs.warpathstudios.com/InventorySystem/hotbar-quick-actions/cooldown-management.md): You can convert these to a 0–1 progress value and drive a radial or bar overlay in your UI. - [Examples](https://docs.warpathstudios.com/InventorySystem/hotbar-quick-actions/examples.md): These are examples, not built-in rules. - [Hotbar & Quick Actions](https://docs.warpathstudios.com/InventorySystem/hotbar-quick-actions/index.md): builds on core inventory concepts and adds: - [Moving & Swapping Items](https://docs.warpathstudios.com/InventorySystem/hotbar-quick-actions/moving-and-swapping-items.md): Blueprint does the same thing using: - [Slot Selection & Scrolling](https://docs.warpathstudios.com/InventorySystem/hotbar-quick-actions/slot-selection-and-scrolling.md): Set the selected slot: - [UI Integration](https://docs.warpathstudios.com/InventorySystem/hotbar-quick-actions/ui-integration.md): The Ultimate Multiplayer Skill System (UMSS) does not ship with any UI widgets built into the plugin. - [Overview](https://docs.warpathstudios.com/InventorySystem/index.md): The Ultimate Multiplayer Inventory (UMI) system is a complete, production-ready item management framework for Unreal Engine 5+, designed by WarPath Studios. - [Adding Components to Your Player](https://docs.warpathstudios.com/InventorySystem/installation-setup/adding-components-to-your-player.md): This is the minimal setup to get inventory working: - [Asset Manager Configuration](https://docs.warpathstudios.com/InventorySystem/installation-setup/asset-manager-configuration.md): UMI relies on Unreal’s Asset Manager to load Item Data Assets, Loot Tables, and Crafting Recipes correctly in both PIE and packaged builds. - [Plugin Installation](https://docs.warpathstudios.com/InventorySystem/installation-setup/plugin-installation.md): 1. - [Required Settings](https://docs.warpathstudios.com/InventorySystem/installation-setup/required-settings.md): UMI depends on these plugins (they should auto-enable): - [Custom Interactables](https://docs.warpathstudios.com/InventorySystem/interaction-system/custom-interactables.md): Interaction Option Example: - [Interaction System](https://docs.warpathstudios.com/InventorySystem/interaction-system/index.md): The Interaction System handles how players: - [Interaction Prompts](https://docs.warpathstudios.com/InventorySystem/interaction-system/interaction-prompts.md): defines what actions an actor exposes to the interaction system: - [World Item Actors](https://docs.warpathstudios.com/InventorySystem/interaction-system/world-item-actors.md): World items represent pickable items in the world. - [Adding Items](https://docs.warpathstudios.com/InventorySystem/inventory-component/adding-removing-items/adding-items.md): The most common method - add items by their ItemDataAsset: - [Container Restrictions](https://docs.warpathstudios.com/InventorySystem/inventory-component/adding-removing-items/container-restrictions.md): You can restrict which items can be placed in specific containers or slots using Gameplay Tags. - [Dropping Items](https://docs.warpathstudios.com/InventorySystem/inventory-component/adding-removing-items/dropping-items.md): Drop an item at a specific location: - [Adding & Removing Items](https://docs.warpathstudios.com/InventorySystem/inventory-component/adding-removing-items/index.md): The UMI Inventory System provides a flexible and modular way to add, remove, use, transfer, and drop items. - [Removing Items](https://docs.warpathstudios.com/InventorySystem/inventory-component/adding-removing-items/removing-items.md): Remove a specific quantity by ItemID: - [Sorting System](https://docs.warpathstudios.com/InventorySystem/inventory-component/adding-removing-items/sorting-system.md): UMI provides a comprehensive sorting system with 8 sort methods. - [Transferring Items](https://docs.warpathstudios.com/InventorySystem/inventory-component/adding-removing-items/transferring-items.md): Move an item from one inventory to another: - [Using Items](https://docs.warpathstudios.com/InventorySystem/inventory-component/adding-removing-items/using-items.md): Consume or activate an item: - [Weight / Encumbrance](https://docs.warpathstudios.com/InventorySystem/inventory-component/adding-removing-items/weight-encumbrance.md): UMI supports weight-based inventory limits. - [Adding to Characters](https://docs.warpathstudios.com/InventorySystem/inventory-component/adding-to-characters.md): 1. - [Blueprint Examples](https://docs.warpathstudios.com/InventorySystem/inventory-component/blueprint-examples.md): Blueprint Examples reference for the Inventory System plugin. - [Events & Delegates](https://docs.warpathstudios.com/InventorySystem/inventory-component/events-and-delegates.md): Events & Delegates reference for the Inventory System plugin. - [Inventory Component](https://docs.warpathstudios.com/InventorySystem/inventory-component/index.md): is an Actor Component that can be added to: - [Replication & Multiplayer](https://docs.warpathstudios.com/InventorySystem/inventory-component/replication-and-multiplayer.md): is fully replicated for multiplayer games. - [Storage & Slots](https://docs.warpathstudios.com/InventorySystem/inventory-component/storage-and-slots.md): Each inventory slot holds: - [Decay System](https://docs.warpathstudios.com/InventorySystem/loot-system/decay-system.md): Note: The decay system is part of the broader item framework. - [Loot System](https://docs.warpathstudios.com/InventorySystem/loot-system/index.md): The Loot System generates random item drops from containers, enemies, foliage, and resource nodes using configurable loot tables. - [Loot Component](https://docs.warpathstudios.com/InventorySystem/loot-system/loot-component.md): is the runtime piece that actually rolls a and returns/creates items. - [Loot Tables](https://docs.warpathstudios.com/InventorySystem/loot-system/loot-tables.md): 1. - [More Examples](https://docs.warpathstudios.com/InventorySystem/loot-system/more-examples.md): Character Blueprint: - [Rarity System](https://docs.warpathstudios.com/InventorySystem/loot-system/rarity-system.md): UMI gives you multiple knobs to control rarity: - [Resource Harvesting Integration](https://docs.warpathstudios.com/InventorySystem/loot-system/resource-harvesting-integration.md): Loot tables are ideal for resources nodes like trees and rocks. - [Respawn Manager Integration](https://docs.warpathstudios.com/InventorySystem/loot-system/respawn-manager-integration.md): UMI’s Loot System can optionally integrate with the Respawn Manager to support respawnable loot sources, such as: - [API Reference](https://docs.warpathstudios.com/InventorySystem/merchant-system/api-reference.md): This page gives a high-level overview of the primary Blueprint and C++ APIs exposed by the Respawn Manager. - [Architecture](https://docs.warpathstudios.com/InventorySystem/merchant-system/architecture.md): UMerchantComponent - [Best Practices](https://docs.warpathstudios.com/InventorySystem/merchant-system/best-practices.md): Best Practices reference for the Inventory System plugin. - [Configuration](https://docs.warpathstudios.com/InventorySystem/merchant-system/configuration.md): Complete vendor behavior configuration. - [Core Concepts](https://docs.warpathstudios.com/InventorySystem/merchant-system/core-concepts.md): The Respawn Manager uses a clean, universal model for handling actor respawns across the entire framework. - [Currency System](https://docs.warpathstudios.com/InventorySystem/merchant-system/currency-system.md): The merchant system supports two different currency models, allowing your game to use either traditional item-based money or a clean virtual currency syste - [Examples](https://docs.warpathstudios.com/InventorySystem/merchant-system/examples.md): Scenario: General goods merchant that buys and sells common items. - [Merchant System](https://docs.warpathstudios.com/InventorySystem/merchant-system/index.md): The Merchant System provides a complete NPC vendor solution with: - [Performance Considerations](https://docs.warpathstudios.com/InventorySystem/merchant-system/performance-considerations.md): Prevent unbounded memory growth: - [Persistence](https://docs.warpathstudios.com/InventorySystem/merchant-system/persistence.md): Merchant state automatically persists via interface. - [Pricing System](https://docs.warpathstudios.com/InventorySystem/merchant-system/pricing-system.md): Controls whether items sold by players are added back to merchant stock. - [Quick Start](https://docs.warpathstudios.com/InventorySystem/merchant-system/quick-start.md): 1. - [Transaction Flow](https://docs.warpathstudios.com/InventorySystem/merchant-system/transaction-flow.md): Transaction Flow reference for the Inventory System plugin. - [Troubleshooting](https://docs.warpathstudios.com/InventorySystem/merchant-system/troubleshooting.md): 1. - [Advanced Topics](https://docs.warpathstudios.com/InventorySystem/respawn-manager/advanced-topics.md): This page dives into systems only advanced users or plugin developers typically use. - [API Reference](https://docs.warpathstudios.com/InventorySystem/respawn-manager/api-reference.md): Returns complete merchant state for UI display. - [Blueprint Integration](https://docs.warpathstudios.com/InventorySystem/respawn-manager/blueprint-integration.md): This page walks you through using the Respawn Manager entirely in Blueprint, including: - [C++ Integration](https://docs.warpathstudios.com/InventorySystem/respawn-manager/c-integration.md): This page covers how to implement respawnable actors using C++ with the . - [Core Concepts](https://docs.warpathstudios.com/InventorySystem/respawn-manager/core-concepts.md): Core Concepts reference for the Inventory System plugin. - [Example Implementations](https://docs.warpathstudios.com/InventorySystem/respawn-manager/example-implementations.md): This page gives practical examples of how to use the Respawn Manager in common gameplay scenarios: - [Getting Started](https://docs.warpathstudios.com/InventorySystem/respawn-manager/getting-started.md): This page walks you through the basic setup and usage of the Respawn Manager subsystem. - [Respawn Manager](https://docs.warpathstudios.com/InventorySystem/respawn-manager/index.md): The Respawn Manager is a centralized world subsystem responsible for scheduling and triggering respawn events for actors such as: - [Use with Foliage](https://docs.warpathstudios.com/InventorySystem/respawn-manager/use-with-foliage.md): The Foliage System and Respawn Manager work together to support: - [Use with LootComponent](https://docs.warpathstudios.com/InventorySystem/respawn-manager/use-with-lootcomponent.md): The Loot System and Respawn Manager are designed to work together: - [Bucket Organization](https://docs.warpathstudios.com/InventorySystem/saving-loading/bucket-organization.md): Buckets organize saves by category for efficient loading and streaming. - [Implementing Custom Saveables](https://docs.warpathstudios.com/InventorySystem/saving-loading/implementing-custom-saveables.md): Below is a Blueprint-oriented version of your Custom Container + Saveable example. - [Saving & Loading](https://docs.warpathstudios.com/InventorySystem/saving-loading/index.md): The save system features: - [Loading](https://docs.warpathstudios.com/InventorySystem/saving-loading/loading.md): Load all saved data asynchronously: - [Performance](https://docs.warpathstudios.com/InventorySystem/saving-loading/performance.md): The save system uses per-frame budgets to avoid hitches: - [PlayerProfile Integration](https://docs.warpathstudios.com/InventorySystem/saving-loading/playerprofile-integration.md): implements and automatically saves: - [Save Backend](https://docs.warpathstudios.com/InventorySystem/saving-loading/save-backend.md): By default, UMI uses which saves to disk: - [Saving](https://docs.warpathstudios.com/InventorySystem/saving-loading/saving.md): Trigger a save manually: - [Serialization Structures](https://docs.warpathstudios.com/InventorySystem/saving-loading/serialization-structures.md): All saveable data is serialized into : - [Troubleshooting](https://docs.warpathstudios.com/InventorySystem/saving-loading/troubleshooting.md): 1. - [Troubleshooting & FAQ](https://docs.warpathstudios.com/InventorySystem/troubleshooting-and-faq.md): Common issues and their solutions when working with UMI. - [Changelog](https://docs.warpathstudios.com/SkillSystem/changelog.md): - Initial public release of the Universal Skill System - Includes: - [Component Integration](https://docs.warpathstudios.com/SkillSystem/component-integration.md): The Skill Component is the runtime core of the Ultimate Multiplayer Skill System (UMSS). - [Example Implementations](https://docs.warpathstudios.com/SkillSystem/example-implementations/index.md): This page shows practical, real-world examples of how to use the Ultimate Multiplayer Skill System (UMSS) inside your game. - [Using the Example Project](https://docs.warpathstudios.com/SkillSystem/example-implementations/using-the-example-project.md): The Ultimate Multiplayer Skill System (UMSS) plugin ships with no UI and no gameplay demo baked into the plugin itself. - [Extending the System](https://docs.warpathstudios.com/SkillSystem/extending-the-system.md): The Ultimate Multiplayer Skill System (UMSS) is designed to be lightweight, modular, and highly extensible. - [Skill System](https://docs.warpathstudios.com/SkillSystem/index.md): A flexible, data-driven skill progression framework for Unreal Engine. - [Installation & Setup](https://docs.warpathstudios.com/SkillSystem/installation-and-setup.md): This page walks you through installing the Universal Skill System (UMSS) plugin, enabling required settings, and preparing your project for skill definitio - [Skill Definitions](https://docs.warpathstudios.com/SkillSystem/skill-definitions.md): Skill Definitions are the foundation of the Ultimate Multiplayer Skill System (UMSS). - [System Overview](https://docs.warpathstudios.com/SkillSystem/system-overview.md): The Ultimate Multiplayer Skill System (UMSS) is a modular, data-driven framework for handling all forms of character progression in Unreal Engine. - [Talent Trees](https://docs.warpathstudios.com/SkillSystem/talent-trees.md): The Ultimate Multiplayer Skill System (UMSS) does not include a built-in Talent Tree system. - [Troubleshooting](https://docs.warpathstudios.com/SkillSystem/troubleshooting.md): This page covers the most common issues developers encounter when setting up or extending the Ultimate Multiplayer Skill System (UMSS). - [UI Integration](https://docs.warpathstudios.com/SkillSystem/ui-integration.md): The Ultimate Multiplayer Skill System (UMSS) does not ship with any UI widgets built into the plugin. - [XP & Progression](https://docs.warpathstudios.com/SkillSystem/xp-and-progression.md): The Ultimate Multiplayer Skill System (UMSS) uses a flexible, data-driven XP pipeline that supports any type of progression, including: