This Friday marks the completion of the first components of the 3D Inventory System: the design and interface of the Inventory Shell, Inventory Box, and Inventory Slot, as well as a working implementation of the Inventory Slot 3D UI.
The Inventory Shell and its blueprint counterpart encapsulate the entirety of the 3D Inventory System, and several unique templates will be included in the final release. The Inventory Shell composes of both the static design of the system’s various components suited to fit the user’s inventory management needs, as well as user defined parameters which can be dynamically altered to customize the layout.
So far, only one such component has been completed, the Inventory Slot.
The Inventory Slot is a single 3D widget that portrays the immediate relevant data of a single ‘Inventoryable’ object (the InventoryableInterface can be implemented by any existing object). This includes a ‘Title’, ‘Icon’, ‘Statuses’, and ‘Data’.
Below is a small snapshot of a blueprint implementation of an InventoryBox (an other C++ interface) spawning inventory slots for each Inventoryable item contained inside it (an ‘InventoryBox’ could be a literal box, or it could also be anything else that contains objects, such as backpacks or even people):
The following is a spawned 3D Inventory Slot in-game (Please note that this is still only programming art):
And from another angle: