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Description

Documentation | Discord | Video | Demo

Hyper Inventory Crafting Hotbar Lootchest Vendor System V4

Build the item loop from the first pickup to a crafted tool or a traded weapon. Hyper Inventory, Crafting, Hotbar, Lootchest & Vendor System connects storage, crafting, trading and world loot through a shared container and item model.

Key Features

Inventory and item handling
  • Nested storage: put containers inside containers, including backpacks with their own inventory.
  • Item actions: split, transfer, transfer all, swap, combine, use or drop items.
  • Custom amounts: choose how much of a stack to move.
  • Capacity: configure weight limits, slot limits and dynamic slot creation.
  • Starting items: give each inventory its own initial contents and capacity.
  • World pickups: connect items in the level to the inventory.
  • Over 250 predefined items: use the existing item definitions as starting content.
  • DataTable authoring: edit item data centrally, including the spreadsheet import workflow.
Decay and storage conditions
  • Per-item decay: choose which items degrade over time.
  • Container modifiers: use different decay rates for storage such as a refrigerator or a hot environment.
  • Decay outcomes: destroy an item, make it unusable, require repair or replace it with another item such as spoiled meat.
Crafting and hotbar
  • Player crafting: make eligible recipes directly from the personal inventory.
  • Workstations: restrict recipes to the relevant crafting location.
  • Recipe knowledge: control which recipes the player knows.
  • Queues: process recipe stacks in order and cancel individual stacks or the queue.
  • Station activation: pause crafting when configured station conditions are no longer met.
  • Fuel: configure accepted fuel and priority for stations that consume it.
  • Output containers: send workstation output to the station and personal crafting output to the player.
  • Hotbar: keep frequently used items accessible through the hotbar.
Vendors, loot and restocking
  • Trading: configure vendor buy/sell multipliers and currency.
  • Stock rules: define trade lists, rejected categories and available currency.
  • Loot lists: configure chance-based rewards by item or category.
  • Loot tiers: low-, medium- and high-quality chests have editable loot configurations.
  • Restocking: set item chances, minimum/maximum quantities and stock caps.

Interface and inventory styles

The included interface connects item movement, tooltips, crafting, trading and hotbar actions. Inventory variants can be mixed per actor, for example a grid for loot and a list for a vendor. Jigsaw and List-Based Inventory are separate extensions linked below.

The rules behind every item
  • Gameplay Tag filters: restrict a container to a category such as ammunition, consumables or equipment. Parent tags can accept their more specific child categories.
  • Nested contents that stay together: backpacks can contain other containers. Moving or saving the hierarchy preserves the relationship between the bag and what is inside it.
  • Pre-filled items: define starting contents in item data, such as supplies inside a backpack or ammunition inside a weapon.
  • Context-sensitive actions: item data determines available actions and the default action. The interface presents the relevant choices for the item and container.
  • A shared item model: definitions hold common item properties, while runtime item data carries quantities, durability, decay and nested-container references. Container events keep the interface updated.
Quick access without duplicate item storage
  • Reference-based hotbar: drag an eligible item onto a hotbar slot while leaving the actual item in its inventory or equipment container. Quantity and durability come from that source.
  • Links follow item changes: moving an item between allowed containers updates its reference. Consuming, dropping or moving it into restricted storage clears the link.
  • Player-controlled layout: swap quick-access positions or remove a shortcut without rearranging the underlying inventory.

Start with the demo to follow the full collect, store, craft and trade loop, then adapt the item tables to your game.

Related resources

Jigsaw Inventory | List-Based Inventory | MST Pro | Explore all compatible Hyper systems | try the MST Pro demo | official store

66 reviews for Inventory, Crafting, Hotbar, Lootchest & Vendor System

  1. FootlongTube –

    Review from Fab

    There are alot of inventory systems on FAB, this one gave me what i needed at a good price with the additional value of added systems. It is abit fiddly to get your own assets, meshes or materials working in the system, but it gave me everything i needed from inventory, Inventory UI, Loot Chests, Hotbar, plus the crafting, so the value for money was more than worth the time taken to integrate my own items and modify my own UI into the system.

  2. pridge7 –

    Review from Fab

    Covers almost everything you need for item management in one package, and the crafting queue is a great touch.

  3. mthousand30 –

    Review from Fab

    The 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.

  4. K1W1_LEGEND –

    Review from Fab

    If 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.

  5. Kildrake –

    Review from Fab

    I really enjoy Hypers products. I love how easy the inventory system is to use and customize

  6. Leeu141 –

    Review from Fab

    Hi Busy Integrating all your assets please verify in discord, Leeu141

  7. freshkosose7 –

    Review from Fab

    This 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).

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Frequently asked questions

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, integration, 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.

Working systems with source
Hyper gives you functional systems, a modular structure and documentation, with source you can extend for your own game.

Architecture you can extend
Hyper is built around scalable architecture: gameplay tags, structured data, child Blueprints, clean overrides, reusable components, and clear project boundaries.

Start fast, grow cleanly
Build on the included systems, replace visuals, adjust data, create child Blueprints and connect features 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 (https://gamesbyhyper.com/docs/getting-started/start-here/).

How do I add this to my project?

This module is provided as a full project because it includes Gameplay Tags, collision settings, config settings and other project-level dependencies.

Use our free Integration Tool (https://gamesbyhyper.com/product/integration-tool/) to prepare the integration. It combines compatible Hyper projects and handles migration and the required project settings. Use matching Unreal Engine versions and compatible Hyper releases.

Your own character, GameMode or custom systems may still need to be connected. The Integration Tool walkthrough (https://gamesbyhyper.com/docs/getting-started/use-the-automatic-integration-tool/) explains the setup and what to check in the generated project.

Do I need to use other Hyper systems with this?

No. You can use your own systems.

Hyper modules are designed around interfaces, abstract classes, shared contracts and dynamic dispatch, so features are not tied to one specific implementation.

If a module demonstrates integration with our Inventory, Equipment, Interaction, Movement, NPC or another Hyper system, you can:

Use the included Hyper implementation.

Replace it with your own system.

Use our implementation as a reference for your own integration.

The supplied integration shows how the module connects to the rest of a game. You can connect your own implementation through the same interface, abstract class or integration point.

For example, Attribute Manager may demonstrate Equipment modifying attributes. That does not mean you must purchase our Equipment System. You can follow the same integration pattern with your own equipment system.

The module includes working gameplay and its integration points. Build on the supplied setup or connect your own systems where you want different behavior.

See how to adapt a module (https://gamesbyhyper.com/docs/getting-started/customize-modules/) and how the shared data and abstract classes work (https://gamesbyhyper.com/docs/project-foundations/datamanagement/).

Where should I put my own changes?

Keep your own Blueprints, UI and data in your project's folder, for example Content/MyProject. Use child Blueprints or replacement components for your custom logic where possible.

That keeps your changes separate when you update Hyper. If you edit the original framework files directly, you will need to merge those edits when updating. The folder structure guide (https://gamesbyhyper.com/docs/project-foundations/folder-structure/) explains where everything belongs.

How does this differ from a single inventory type?

This product combines inventory, crafting, vendors, loot chests and a hotbar. Jigsaw and List Inventory are separate inventory styles that can be added to the setup.

Can crafting stations require fuel or known recipes?

Yes. Configure recipes, crafting stations and the relevant requirements for your game, including fuel and queued crafting.

Unreal Engine

Compatibility and file information

Development platforms
Linux, Windows, macOS
Tested platforms
Windows
Versions and compatibility
VersionReleaseUnreal Engine
V2V2 UE5.3, 5.4. Release: V2.V25.3, 5.4
V3V3 UE5.5, 5.6. Release: V3.V35.5, 5.6
V4V4 UE5.7, 5.8. Release: V4.V45.7, 5.8

Implementation and interaction

Modular / extensible
Yes
Multiplayer ready
Yes
UI components
Yes
Input methods
Gamepad, Keyboard, Mouse
AI gameplay features
No

System setup

  • Architecture: AC_Inventory manages container actors; item data is defined in DT_Items with Gameplay Tags and interface-driven actions.
  • Included systems: inventory, crafting, hotbar, lootchests, vendors and their connected interfaces.
  • Crafting: FIFO queues, recipe requirements, workstation/fuel rules and separate output containers. Materials are consumed when crafting starts.
  • Vendor setup: inventory and item allocator plus the vendor component, trade list and pricing multipliers.
  • Extensions: Jigsaw and List-Based Inventory are separately linked options.

Compatibility

  • Networking: replicated multiplayer support.
  • Platform testing: Windows tested.
  • Plugins: Common UI.

Release notes | Documentation | YouTube | Discord

Documentation, videos and Discord are public. Verified buyers can use the support forums.

Inventory, Crafting, Hotbar, Lootchest & Vendor System € 120,00