ED Inventory
Unreal Engine 5.8A multiplayer-first inventory framework. Items are data, containers are data, and the server decides. Grids, equipment paperdolls, bags that travel with the bag, crafting, vendors and loot — all reachable from Blueprint and from C++.
- Items described by fragments, containers by data assets
- Server-authoritative transactions that roll back cleanly
- Equipment, crafting, trading, loot, weight and durability
Read the documentation →ED Interaction System
Unreal Engine 5A reusable interaction framework: actor and foliage interactables, press / hold / hit-point / mash methods, server validation, outlines and a data-driven prompt widget.
- Actor and instanced-foliage interactables
- Distance, line-of-sight and trace validation on the server
- Outline highlighting and screen-space prompts
Read the documentation →Blueprint and C++, both first class
Nothing here is C++-only by accident. Each plugin ships a worked example built entirely in Blueprint and a second built entirely in C++, and the reference lists both surfaces side by side. Where an API is deliberately unavailable to one of them, the page says so and says why.