Overview
The Inventory System plugin is a robust and flexible inventory solution that uses modular Blueprint Components as the building blocks to create a wide range of inventory configurations.

Although entirely standalone, the Inventory System Plugin is a core component of the Shooter Sandbox, where it manages the handling, storage, and manipulation of a range of items, from weapons to deployable equipment.
Fires Farther Afield
The Inventory System features in my new first-person shooter project, Fires Farther Afield. This project is a vehicle through which the plugin, alongside the other components of the Shooter Sandbox, will be thoroughly battle tested.
Choosing an Inventory System
There are a lot of different Unreal-specific inventory systems available online, and I am not try to convince you that this one is the best for your project because I simply don’t know!
The Shooter Sandbox Inventory is a work in progress, and there are a lot of features that I’m looking to implement in the coming months that other systems already have in place. I believe the core strength of mine is in its modularity, and that it can support such a wide range of different implementations.
If you’re looking for more context as to how that’s possible, please jump over to my An Inventory System for All Seasons devlog where I provide some practical examples from other games.
There are many like it, but this one is mine.
This plugin has been designed from the ground up to work with the Shooter Sandbox. Unlike some of the other systems you can find online, I am actively using this one in my own personal projects, and as such it is continually improved and updated. If you check the plugin out and find it doesn’t fit your requirements, I’d love to hear how I can make it better. Please reach out!
However it has been designed from the ground up to work with the Shooter Sandbox, and perhaps unlike other systems you’ll find this is the one I work with on my own projects. It is periodically updated like all my plugins, because I am always finding holes/gaps.
A note on C++ usage
It’s always been one of my primary goals to keep the amount of C++ code in my Shooter Sandbox project to an absolute minimum, and to allow for as much development to happen within the editor as possible. Unfortunately this doesn’t always work out, and in this case it was the inability for the Inventory System plugin to be able to automatically add Gameplay Tags to your project.

This is because plugin configuration files are not automatically read by Unreal, as the documentation makes clear.
As a workaround, each of the Shooter Sandbox plugins has a class called [PluginName]GameplayTags that will add the default Gameplay Tags used by the system for you. You can read more about this class in the Inventory System documentation.
Features
- Fully accessible in-editor with Blueprints
- A modular approach makes the system very easy to adapt and extend
- Fully replicated and designed with multiplayer in mind
Includes
- 2 Blueprint Actors (Item and Item Spawner)
- 3 Blueprint Components (The Inventory System itself, Inventory Set, and Inventory Slot)
- 1 Blueprint Interface
- 1 Primary Data Asset
- 3 Structs
- 1 Material
Version History
| Version | Date | Description |
|---|---|---|
| 1.0 | 2025-03-29 | Initial UE5.5 release |









