Description
🎒 Slot-Based Inventory System V4
Classic grid inventory with simple drag-and-drop for Unreal Engine projects
The Slot-Based Inventory System delivers a clean, modular implementation of grid-based inventories. It’s perfect for players who prefer classic slot interaction without spatial constraints. Lightweight and multiplayer-ready, this system brings simplicity and modularity to the core.
🧩 Can Also Be Extended to Jigsaw & List Types, and Used with Crafting, Vendors, Hotbars, Loot Chests, etc.
Use this inventory system as a standalone module, or extend it with the rest of the Hyper ecosystem:
- 🧩 Switch to Jigsaw Inventory
- 🧾 Switch to List-Based Inventory
- 🔧 Get the Crafting, Vendor, Hotbar & Loot Extension
You can mix inventory types per actor, for example:
use Jigsaw for the player, List-Based for vendors, and Slot-Based for loot.
Just drag and drop the desired component, and the correct UI and logic will apply automatically.
No code required. Fully replicated. 100% modular.
🧰 Features:
- Grid inventory with customizable rows and columns
- Drag-and-drop logic with stack splitting and combining
- Pickup items
- Re-spawning items
- Includes storage container support
- Item Decay
- Clean UI design built for expansion
- Fully replicated for multiplayer use
- Works with all V3-compatible modules
- Extendable with crafting, vendors, hotbar, lootchests
- Can be extended to jigsaw and or list based types
Why Hyper?
- The strongest public modular Unreal Engine framework available at this scale
Most studios keep tools like this internal. Hyper makes a serious technical foundation available to solo developers, indies, and teams. - Built from 75,000+ hours of Unreal Engine work
System design, Blueprint architecture, multiplayer patterns, documentation, testing, examples, iteration, and real production problem-solving. - Systems designed to work together
Inventory, crafting, equipment, interaction, UI, combat, attributes, multiplayer, AI, quests, dialogue, maps, progression, survival systems, environment tools, performance helpers, and more can all live inside one larger ecosystem. - Not a content dump
Hyper gives you working examples, modular structure, documentation, and patterns you can extend into your own game. - Made for serious projects, not just demos
Hyper is built around scalable architecture: gameplay tags, structured data, child Blueprints, clean overrides, reusable components, and clear project boundaries. - Start fast, grow cleanly
Use the included examples, replace visuals, adjust data, create child Blueprints, connect systems, and build toward your own game without rebuilding the same foundation from scratch.
Want to learn more about the Hyper ecosystem, architecture philosophy, workflows, and developer behind it? Read more here and get started.
17 reviews for Slot-Based Inventory System
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- Future-proof design with ongoing updates
- Clear, well-documented Blueprints with clear naming
- Scalable system for hobby to AAA-scale productions
- Cross-genre ready (Open-World, Survival, RPG, FPS, etc.)
- Fully network-replicated for multiplayer support
- Cross-platform ready (Windows tested)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-first where sensible
- Trusted by developers across indie to large productions
Support, Community, and Documentation
- Public Documentation, YouTube, and Discord are available.
- Verified buyers can use the support forums for bug reports, data models, and peer help.
- Blueprint comments explain both how the system works and why key choices were made.
Plugins
- Common UI
Tooco1985 –
Review from FabI bought Hyper Inventory V4 for an existing Unreal Engine 5.7.4 multiplayer project rather than starting from one of the Hyper templates, and so far I’ve been very impressed with how flexible the system is. The main thing I wanted was to keep my own character, building system and gameplay setup while using Hyper as the main inventory. That has worked well. I’ve integrated it with the Bushcraft Building Kit so building resources such as Logs, Sticks and Stone are stored and removed through Hyper Inventory rather than running a second inventory alongside it. It has also handled multiplayer well. We now have server-authoritative resource pickup, building contributions, replicated inventory use and partial resource handling working correctly between host and client. The system is large and there are a lot of folders/assets included, which can look a bit overwhelming at first, but once you understand that many of these are reference implementations and shared systems, it makes much more sense. You don’t have to use every part of the framework. The support has also been excellent. Eric from Games By Hyper took the time to explain how the modules communicate through interfaces, abstract classes and shared integration points, and confirmed that you can use your own systems rather than being forced to buy or use the entire Hyper ecosystem. For anyone building a larger survival or multiplayer project and wanting an inventory system that can be adapted rather than dictating how the rest of the game must work, I would definitely recommend it. Pros: flexible integration, multiplayer support, good Blueprint architecture, works with third-party systems, and very helpful developer support. Cons: because it is a large and capable system, there is a learning curve at the beginning, especially if you are integrating it into an existing project rather than using the supplied examples. Overall, I’m very happy with it and will likely be using more Hyper systems alongside it in my project