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C++ Documentation
Rocket Inventory Core is a modular Unreal Engine inventory framework. Define items and containers as assets, create runtime inventory instances, and connect inventory operations to your game and UI.
These C++ integration guides and API references document descriptor version 1.0 from the codex/code-review-and-inventory-fixes branch at commit 13b2d4b7cd8059b890ca57b7615ff1c9a9360509. This is a source snapshot, not a claim that the branch is a tagged release.
Start here
- Install the plugin.
- Create a working inventory.
- Learn the definition, instance, and ownership model.
- Connect inventory operations and client prediction to your UI.
What the plugin provides
- Grid containers with multi-cell item shapes and rotation.
- Single-slot containers, stack counts, filters, and nested inventories.
- Server RPCs and client inventory copies for responsive interaction.
- Quick-slot assignments and inventory save-data structures.
- World interaction points with client-side discovery.
- Input-device tracking, drag payloads, visual resolvers, runtime previews, and editor tools.
What your game supplies
Your game defines inventory owners, item assets, input bindings, widgets, permission rules, and the persistence format. Configure the framework for those systems; adding a manager alone does not create a populated inventory.
The modules are RocketInventoryCore, RicInteraction, RicInput, RicPreview, and RicEditor. Their responsibilities are described in the API reference.
Version scope
Select Plugin version in the navigation to read a particular version. Only 1.0 is documented today. Future versions will have their own pages and sidebars, leaving these URLs available.
Before relying on swaps or disk persistence, read the version-specific limitations and troubleshooting.