Current currency: EUR
Wishlist
Cart (0) Sign in / Register

Description

Documentation | Discord | Video | Demo

List-Based Inventory System V4

Let players scan what they carry without arranging a spatial grid. Hyper List Inventory presents item quantities, icons and useful details in a scrollable list, while retaining the shared Hyper inventory actions and container data.

Key Features

Readable item lists
  • Compact rows: show item name, quantity and metadata together.
  • Sorting: organize the list by fields such as category, name, weight, value or quantity.
  • Tooltips: inspect item details without leaving the inventory view.
  • Custom presentation: adapt the row layout and visible properties to your game.
Shared inventory behavior
  • Drag and drop: move, rearrange, split and combine stacks.
  • Common containers: use the same underlying inventory data as the grid interface.
  • Multiplayer: retain replicated item handling.
  • Example map: inspect preconfigured inventory and loot with icons, quantity and durability.

Use alongside other inventory types

A list can suit a vendor or RPG backpack while a player or chest uses another Hyper inventory style. Crafting, vendor, hotbar and loot features connect through the shared framework; optional extensions are linked below.

Use the included interface to choose the information players need to see at a glance.

Related resources

Jigsaw Inventory | Crafting, Vendor, Hotbar & Loot Extension

29 reviews for List Inventory System

There are no reviews yet.

Be the first to review “List Inventory System”

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.

When should I choose List Inventory?

It presents items in a scrollable list with quantities and item information. That works well for a straightforward player inventory, vendor or loot interface.

Can different actors use different inventory styles?

Yes. Matching Hyper inventory modules can use different styles on different actors, such as a List inventory for a vendor and Jigsaw for the player. The other inventory styles are separate products.

Unreal Engine

Compatibility and file information

Development platforms
Linux, Windows, macOS
Tested platforms
Windows
Versions and compatibility
VersionReleaseUnreal Engine
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

  • Data model: shared BP_Inventory_Container data and core item functions.
  • UI: scrollable item rows with sort controls and item metadata.
  • Updates: container events refresh the list while retaining the current sorting approach.
  • Extension: custom sort functions can compare exposed item properties.

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.

List Inventory System € 65,00