The item system stores the item data using Data Assets. Data Assets are meant to be data only, which means you should not manipulate variables in a data asset with code. You should only set the item data from within the data asset file in the editor window.

Items are located in: Content > AdvancedARPGCombat > AdvancedCombatFramework > InventorySystem > Items

Item Hierarchy

An inventory item, derived from the BP_ItemBase class, is the base data asset class for every item. From there, child classes are created to define certain default data for each item type. For example, a weapon would need a set of default data that is different from the default data for a tool or piece of armor.

flowchart TD
ItemBase --> ArmorItem
ItemBase --> AmmoItem
ItemBase --> ShieldItem
ItemBase --> ToolItem
ItemBase --> WeaponItem

Base Item

The base item class is the BP_ItemBase data asset. This asset contains all the data that can define different types of items. I will provide some details on a few of the important variables.

Property:Purpose:
Equipable Actor Classthe item actor class that is associated with this item.
Equip Slotthe slot this item will equip to
Default Attach Socketthe starting attach socket when the item is inactive
Active Attach Socketthe attach socket when the item is active
Item IDoptional string to identify items. This is not required and can be left blank, only use this if you have some need for it.
Item TypeWhat type of item is this? This should define which item category this item belongs to
Item Panelthe inventory panel that this item will be added to
There are also other types of information that are item-specific. Such as weapon type, ammo type, armor type, etc.