Initial commit: Item Interaction Ecosystem plugin (UE5.7)

Server-authoritative, data-driven item/inventory/interaction/carry/equipment/
world-slot/placement/crafting framework. 8 modules, compiles against UE 5.7.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Bonchellon
2026-06-22 20:49:56 +03:00
commit 7f7e043a88
98 changed files with 9328 additions and 0 deletions

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// Copyright ExByte Studios. Item Interaction Ecosystem.
#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "ItemEnums.h"
#include "InventoryContainer.generated.h"
/**
* Metadata describing one container owned by an inventory (section 7.2).
*
* NOTE (design deviation from the TЗ sketch): the actual item entries do NOT live
* inside the container struct. They live in the component's single
* FReplicatedInventoryList, tagged with this ContainerId. A FastArraySerializer
* only delta-replicates correctly as a direct UPROPERTY, so nesting one inside a
* replicated TArray<FInventoryContainer> would silently fall back to full-array
* replication. Keeping containers as lightweight metadata fixes that (section 32).
*/
USTRUCT(BlueprintType)
struct ITEMINVENTORY_API FInventoryContainer
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
FGuid ContainerId;
/** Logical identity, e.g. Container.Backpack / Container.Hotbar / Container.Vehicle.Cargo. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
FGameplayTag ContainerTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
EInventoryContainerType Type = EInventoryContainerType::SlotList;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
int32 Width = 0;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
int32 Height = 0;
/** Used by SlotList/Equipment/Hotbar; for Grid types capacity is Width*Height. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
int32 MaxSlots = 0;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
float MaxWeight = 0.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
FGameplayTagContainer AcceptedItemTags;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Container")
FGameplayTagContainer BlockedItemTags;
/** Set when this container lives inside another item (a backpack/pouch item) - section 7. */
UPROPERTY(BlueprintReadOnly, Category = "Container")
FGuid OwnerItemInstanceId;
FInventoryContainer() = default;
bool IsNested() const { return OwnerItemInstanceId.IsValid(); }
/** Number of addressable slots in this container (0 = unlimited weight-gated list). */
int32 GetSlotCount() const
{
if (Type == EInventoryContainerType::Grid)
{
return FMath::Max(0, Width) * FMath::Max(0, Height);
}
return FMath::Max(0, MaxSlots);
}
bool HasSlotLimit() const { return GetSlotCount() > 0; }
bool HasWeightLimit() const { return MaxWeight > 0.f; }
};