Assets available for FREE on 🚀 Discord - / discord
If you want to support me on Patreon / unrealshinobi
The RE4-Style Inventory System is Complete! 🎉 In this episode, we bring everything together—our fully functional inventory grid with discard mechanics, item rotation, movement, and equipping system—just like Resident Evil 4!
Now, you can pick up weapons, rotate items, move them across the grid, discard items into a separate case, and even equip them directly inside Unreal Engine 5. This final polish makes our inventory system feel seamless, just like in classic survival horror games.
We cover advanced slot management, fixing placement issues, and handling item interaction fluidly. If you've followed this series, this is the ultimate step in creating a RE4-style inventory in UE5!
🔥 What You’ll Learn in This Episode:
✅ Finalizing the inventory system with full functionality
✅ How to pick, move, rotate, and equip items dynamically
✅ Discard case implementation & handling discarded items
✅ Grid-based slot management for weapons, ammo, and items
✅ Ensuring smooth UX just like Resident Evil 4!
🔔 Don't forget to like, comment, and subscribe for more UE5 tips!
🔔Assets available for FREE on Discord🔔
🚀 Discord - / discord
If you want to support me
🌳Ko-Fi https://ko-fi.com/unrealshinobi
🌳Patreon / unrealshinobi
📌 Chapters Included for Easy Navigation!
📌 Missed the Previous Episode? Watch the Full Playlist Here:
👉 Master Unreal Series - • How to make your first game in Unreal engi...
👉 Master Level Design Series - • Master Level Design with Blender & Unreal
🚀 Discord - / discord
💡 Don't forget to LIKE, COMMENT, and SUBSCRIBE if this helped you! Let me know in the comments what features you want to see next! 🎬🔔if this helped you! Let me know what feature you want to see next! 🎬🔔
Chapters:
0:00 Introduction – What to Expect in This Episode
0:30 Fixing Mistakes from Previous Episodes – Corrections & Updates
1:05 Initialize Rotation Count – Track Item Rotations on Pickup
2:30 Equip Items & Weapons with "E" Key – Inventory System Update
5:25 Weapon Equip Preview – See It in Action!
5:35 Update Equipped Area – Adjust When Releasing Items
6:10 Hide Equipped Area – Auto-Hide When Equipped Item Is Picked
7:05 Equipped Area Preview – Visualizing the Feature
7:13 Store Free Indexes – Creating a Variable for Inventory Slots
7:25 Discard Items Function – Managing Inventory Cleanup
8:23 Delete Item Mesh – Creating an Event for Mesh Removal
9:05 Clear Inventory Slots on Item Discard – Optimizing Slot Management
10:05 Clear Equipped Area When Discarding Items – Inventory System Logic
10:40 Generate Unique Item Keys – Function for New Items
12:55 Auto-Discard Items When Closing Inventory – Cleanup Mechanism
13:00 Reset Item Mesh Position – Fixing Issues on Inventory Close
14:45 Final Touches & Polish – Last-Minute Adjustments
17:05 Final Preview – Showcasing the Full System
17:18 Outro & Next Steps – What's Coming in the Series?