Description
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Hyper Inventory Crafting Hotbar Lootchest Vendor System V4
Any game needs an advanced inventory system right? It does not matter what game, this is the one for you! I have made this highly adaptable and customizable inventory system for you. This system has inventories in inventories in inventories! So yes, also backpacks with its own inventory.
🧩 Can Also Be Extended to Jigsaw & List Types
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
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.
Also included within our flagship product
MST Pro.
Explore all compatible Hyper systems or try the MST Pro demo to experience the Hyper ecosystem.
Or buy directly from our official store, shop now, pay later available.
Key Features
This system is very extensive, the core features are as follows:
- Inventory system
- Crafting System
- Vendor System
- Lootchest System
- Hotbar
- Professional UI
- Over 250 predefined items
- Pickup System
- Excel import logic
Inventory Controls:
- Split
- Transfer
- Custom Amount
- Transfer All
- Swap Stacks
- Combine Stacks
- Default action
- Drop
Inventory Options:
Decay
- Each item has the option to decay
- Decay multiplier can be changed so we can simulate a refrigerator, freezer or hot environments
- If an item is fully decayed, it can be destroyed, chosen to be not useable anymore, required repair or even spawn a new item (e.g. spoiled meat)
Slot system
- You can choose to use the limit of the inventory on weight or amount of slots
- Dynamic slot creation
- Weight based
- Slot based
Initial inventory
- It is possible to assign starting items
- The amount of inventory slots can be tweaked per inventory
Vendor
- The Inventory component can be switched to a vendor by clicking "Is vendor"
- The vendor is based on a trade list which can use categories to spawn items.
- You can tweak the sell and buy price multipliers for the vendor
- The vendors do have: "Not interested" categories.
- Vendor has an amount of coins and cannot buy if it is not sufficient.
Lootchest
- The Inventory component can be switched to a loot chest.
- The loot is based on a loot list. I’ve set up low, medium and high-quality loot chests
- The loot can be determined perchance, per category, and even per item!
Restocking
- The Vendor and loot chest have a restock and reset ability. The timer will trigger after interaction.
- Each item restocked can be set:
- A chance to spawn
- If spawning, what is the min and max amount that should be spawned.
- If restocking, don’t exceed this number of items.
Crafting
- The inventory component can be used for crafting abilities.
- The player also has crafting abilities without a workstation. Open your personal inventory to see the crafting options of the player (Tab or I).
- Crafting is recipe based. So the player needs to know the recipe to be able to see and craft the item.
- Recipes are category based. E.g. Fish can only be cooked at a fireplace/campfire.
- The crafting station can have the option to have an On/Off requirement.
- It can also require fuel to be consumed. The accepted fuel can be set as an priority and manually be defined.
- Fuel can anything like: Sticks, logs, coal or whatever you like to define.
- Crafting queues can be cancelled per stack or for all.
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.
49 reviews for Inventory, Crafting, Hotbar, Lootchest & Vendor 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
mthousand30 –
Review from FabThe inventory, crafting, etc. all look very professional and nice but there are so many dependencies it gets out of control fast. You have to put a bunch of components on your character just to make the thing work and then if you try and implement it into your own system…yeah, good luck. If you’re using other assets from the Hyper ecosystem you’ll be fine, but the documentation is mid at best and the system so convoluted that it’s impossible to untangle to customize in any way.
K1W1_LEGEND –
Review from FabIf you need all the advanced inventory systems in one simple framework this is definitely worth the purchase and the best this about this system is that there are also different addon inventory system you can add to this, If you want a listed based inventory, or a jigsaw based inventory like rust or even a slot based inventory system, you have many choices with the hyper ecosystem having several inventory types to choose from.
Kildrake –
Review from FabI really enjoy Hypers products. I love how easy the inventory system is to use and customize
Leeu141 –
Review from FabHi Busy Integrating all your assets please verify in discord, Leeu141
freshkosose7 –
Review from FabThis is a good all encompassing framework. Some of the documentation is outdated with regard to this inventory system (like which JSON files to add exactly during set up) and in one of the config files he ‘helps’ you set up you WILL get a fatal error by following his instructions. I had to troubleshoot how to fix that. It’s got a lot of great features and a ton of props. The one thing that really frustrated and irked me big time is that when you get support from the asset creator he pretty much acts like he’s doing you a favor. He kept telling me how busy he was and that he had to go and had more important things to tend to. For something that is $130 (which can be 4…5…10 times the amount of an actual video game and one of the more expensive assets in the marketplace) the customer service should be top notch and continuous without excuses. Why should I have to acquiesce to him and to the fact that he was busy? What do I care? How is that good customer service? $130 is a lot of money and, no, the tutorial videos do not assist you with everything (reference above).