The inventory component supports things such as loot chests and pickup actors, the player can interact with a loot chest or pickup actor to loot items.

Loot Chest

The base actor class for loot chests is BP_BaseLootChest. To create additional loot chests, you can place them in the world and define the data in the BP_BaseLootChest class defaults. Or you can create a child class from the BP_BaseLootChest parent class and define the data.

Simply placing the BP_BaseLootChest actor in the world & defining the class defaults from there is the recommended method with loot chests. This way you don’t have to worry about creating child classes.

Defining Loot Chest Data

You can change the open/close animations, & chest skeletal mesh from the loot chest class defaults by clicking on it in the world & setting the variables.

You can change the items stored in the chest by clicking on the BP_BaseLootChest in the world, then clicking on the inventory component & defining the items.

Pickup Actor

BP_PickUpActor is a class that the player can interact with and loot items from. However, unlike a loot chest, a pickup actor is rather simple and does not require an inventory component. Similar to loot chests, the items held in a pickup actor can be defined by placing the BP_PickUpActor in the world, clicking on it in the world & adding items to an array.

The pickup actor is also used as a place to store dropped items whenever a character drops an item using the DropItem function from the inventory component. Recently dropped items will be dropped in a recently spawned pickup actor.