Description
Documentation | Discord | Demo
Slot-Based Inventory System V4
Give players a familiar inventory where every item has a clear place. Hyper Slot-based Inventory combines a configurable grid, item stacks and drag-and-drop management with pickups and storage for multiplayer projects.
Key Features
Inventory and UI
- Grid layout: configure rows and columns to suit a backpack, chest or other container.
- Item stacks: group compatible items using the configured stack rules.
- Drag and drop: move items between slots and supported containers.
- Item feedback: present the item icon and information through the inventory UI.
World items and containers
- Pickups: connect world items to inventory contents.
- Storage: use the same item model for storage containers.
- Item lifecycle: configure pickup respawn and dropped-item decay where needed.
- Multiplayer: use the replicated inventory flow for shared gameplay.
Choose the inventory layout your game needs
This module uses a slot grid. The related Jigsaw and List inventories offer different presentation and space-management rules. Crafting, vendors, hotbars and loot systems are available through compatible Hyper modules and the inventory bundle.
More than a grid of icons
- 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.
Try the demo to see the grid and transfer workflow before fitting it to your game.
Related resources
Jigsaw Inventory | List-Based Inventory | the Crafting, Vendor, Hotbar & Loot Extension
18 reviews for Slot-Based Inventory System
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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 is this different from Jigsaw Inventory?
Slot Inventory uses a regular grid with configurable rows and columns. Jigsaw adds spatial item sizes and rotation.
Does it include crafting and vendor gameplay?
This product focuses on inventory, pickups and storage. Crafting, vendor and hotbar systems can be added through the separate Hyper modules.
Compatibility and file information
- Development platforms
- Linux, Windows, macOS
- Tested platforms
- Windows
Versions and compatibility
| Version | Release | Unreal Engine |
|---|---|---|
| V3V3 UE5.5, 5.6. Release: V3. | V3 | 5.5, 5.6 |
| V4V4 UE5.7, 5.8. Release: V4. | V4 | 5.7, 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
- Layout: configurable slot grid with item stacking and drag-and-drop UI.
- Runtime: inventory components and container-based item storage.
- Data: shared item definitions and Gameplay Tag references.
- World setup: pickup, storage, respawn and dropped-item lifecycle settings.
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.
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