Blueprint reference
Everything below is callable from Blueprint with no C++. Nodes are grouped by intent rather than by class, because that is how you look for them.
Authority-only nodes are marked ⬤ server. They return false and do nothing on a client — use the
Request variant instead.
Where Blueprint stops
Running an inventory needs no C++. Inventing a new kind of fragment, rule, layout or transaction
does, because those are USTRUCTs and a Blueprint struct cannot inherit from a native one. The
shipped set is large and composable, so most projects never reach that edge — see
Extending → What needs C++ for the exact line.
Finding an inventory
| Node | Returns |
|---|---|
| Get Inventory Manager (Actor) | The actor's inventory, via IEDInventoryOwner or its components |
| Get Container (Tag) | The first container of a kind |
| Get Containers By Tag (Tag) | All containers of a kind |
| Get Container By Id (Guid) | Exactly one container |
| Get Containers By Item (Handle) | The containers an item brought with it |
| Get Containers | Every container |
| Get Containers With Tags (Tags) | Containers whose definition carries descriptive tags |
| Get Container Definition (Tag) | The asset a container was built from |
| Get Default Container | The container the default query selects |
Adding and removing — whole inventory
| Node | Notes |
|---|---|
| Try Add Item (Definition, Count, Preferred Container) ⬤ server | Routed by data when no container is named |
| Try Remove Items (Definition, Count) ⬤ server | Spans containers, smallest piles first, all-or-nothing |
| Try Remove Item (Handle) ⬤ server | One specific stack |
| Try Move To Container (Handle, Target Tag, Count) ⬤ server | Between this actor's own containers |
| Get Item Count (Definition) | Summed across everything |
| Has Item (Definition, Count) | |
| Find Container For (Definition, Count) | Where it would go; null means nowhere |
Adding and removing — one container
Call these on a UEDContainer, not on a component.
| Node | Notes |
|---|---|
| Try Add Item (Definition, Count) ⬤ server | Stack-aware |
| Try Remove Item (Handle) ⬤ server | |
| Try Remove Items (Definition, Count) ⬤ server | |
| Try Transfer Item (Handle, Target, Count) ⬤ server | −1 transfers the whole entry |
| Try Transfer All (Target) ⬤ server | Returns how many entries moved |
| Sort Inventory (Mode) ⬤ server | |
| Request Transfer Item (Handle, Target, Count) | Safe anywhere |
| Request Sort (Mode) | Safe anywhere |
| Request Transaction (Transaction) | Safe anywhere |
| Evaluate Add Item (Definition, Count) | Dry run + player-readable reason |
Reading a container
| Node | Returns |
|---|---|
| Get All Items | Every entry, in storage order |
| Get Item At Index (Index) | An entry; false when out of range |
| Find Item By Handle (Handle) | An entry; false when absent |
| Contains Handle / Contains Definition | Boolean |
| Count By Definition (Id) | Units in this container |
| Get Total Item Count | Units of everything |
| Find Handles By Definition (Id) | Every matching handle |
| Get Container Type / Get Container Id | Identity |
| Get Max Slots / Is Unlimited | Capacity |
| Get Owning Actor / Has Authority | |
| Get Acceptance Error / Can Accept Entry (Entry, Instigator) | Would this be accepted |
| Has Rule Of Type (Struct) |
Containers at runtime
| Node | Notes |
|---|---|
| Add Container (Definition) ⬤ server | Returns the live container |
| Add Nested Container (Definition, Owning Item) ⬤ server | Belongs to an item |
| Remove Container (Container) ⬤ server | Refuses one an item owns |
| Remove Container By Id / By Tag ⬤ server | |
| Try Handle Stranded Item (Container, Handle) ⬤ server | Runs the handler chain |
Items and fragments
| Node | Returns |
|---|---|
| Resolve Definition (Id) | The definition asset |
| Resolve Item Definition (Entry) | The same, from an entry |
| Get Item Display Name (Entry) | Falls back to the asset name |
| Get Item Footprint (Entry) | Cells covered, rotation included |
| Does Item Cover Cell (Entry, Cell) | |
| Get Fragment (Definition, wildcard) | Copies a fragment by output pin type |
| Has Fragment Of Type (Definition, Struct) | |
| Evaluate Prerequisites (…) | Boolean + player-readable reason |
Events
| Event | Fires |
|---|---|
| On Inventory Changed | Any change in any container |
| On Stack Count Changed | An item's actor-wide total changed |
| On Containers Changed | A container appeared or went away |
| On Initialization Finished | Setup finished or gave up |
| On Session Opened / Closed | A world container was opened or closed |
| On Transaction Result | The outcome of a Request* |
| On Weight Changed | Weight module |
| On Item Used | Usable subsystem |
When Ready (Callback) runs a callback once the inventory is usable, immediately if it already is.
Open containers
| Node | Notes |
|---|---|
| Open Session (Container) | Safe from a client; the server validates range |
| Close Session (Container) | |
| Close All Sessions | |
| Has Open Session (Container) | This machine's view |
| Get Open Sessions | |
| Validate Sessions ⬤ server | Ticked automatically while any is open |
User interface
| Node | Notes |
|---|---|
| Set Source Inventory (Inventory, Container Tag) | Prefer this. Binds by role; survives replication timing |
| Set Source (Container) | Only for a container you already hold |
| Get View Model / Set View Model | |
| Get Container (view model) | |
| Get Entries / Find Entry | The cached snapshot |
| Request Move / Transfer / Swap / Split / Sort | Server-authoritative |
| Cycle Sort Mode | Advances and re-sorts; returns the new mode |
| Get Sort Mode Label (Mode) | Button caption |
| Set Quick Transfer Counterpart (View) | The double-click partner |
| Set Selected Index / Get Selected Index | Bar views |
| Get Entry At Index (Index) | Bar views |
Feature modules
| Node | Module |
|---|---|
| Can Craft (Container, Recipe) · Request Craft | Crafting |
| Request Buy / Request Sell · Get Buy Price / Get Sell Price | Trading |
| Roll Loot Table (Table, Budget) · Give Loot (Container, Loot) ⬤ server | Loot |
| Is Usable · Get Use Info · Try Use Item ⬤ server · Request Use Item | Usable |
| Get Item Weight · Get Container Weight · Recalculate Weight | Weight |
| Get Durability · Get Max Durability · Apply Wear · Repair | Durability |
| Make Equipment Layout (Slot Tags) · Get Equip Slot · Is Equippable | Equipment |
| Rotate item transaction · footprint helpers | Spatial |
Where next
- C++ reference — the same surface from code
- Quick start — Blueprint