Inventory System & UI - Inspired by Blue Prince

Inspired by the strategy puzzle adventure game Blue Prince, released on Steam Apr 10, 2025.


For my Blue Prince inspired project, I needed to create an inventory system with an integrated UMG widget to display item values. For the player, I created an actor component “BPC_Inventory” which keeps track of stored items as well as functions for adding/removing them.

BPC_Inventory - Actor Component | HUD containing inventory UI is assigned on Begin Play

Add Item - Function

  1. Searches the inventory for the picked-up item given its key (name variable).

  2. If true, get the item’s data (amount) and adds it to the inventory’s current amount.

  3. If false, add the item to the inventory at a new index with its values.

  4. Update UI with updated values and play the selected animation (type “enumeration”).

Find Item - Function

The way items are kept track of is the “Inventory” array within BPC_Inventory. This array is comprised of S_ItemData - the structure containing all relevant item data. Items (BP_Item) also contains this structure.

S_ItemData - Structure

BP_Item - Blueprint for items that can be picked up in the game world.

  • Contains S_ItemData which is fed to the player’s BPC_Inventory when picked up. Triggered by overlap event.

Adding new items is as simple as making a child blueprint of BP_Item and changing its static mesh and key name. As for displaying it in the player HUD, I made a video showing the quick process:

Animeke

Creator of animeke.moe, an anime content hub.

https://animeke.moe
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