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Plugin 1.0 · Unreal Engine 5.8Source snapshot · Version details

Installation ​

Requirements ​

  • Unreal Engine 5.8.
  • A C++ project, or a supported C++ toolchain capable of compiling the source plugin.
  • Win64 is the platform used for the repository's validation. Validate other platforms in your own project before relying on them.

Install the source plugin ​

  1. Place the plugin directory at <Project>/Plugins/RocketInventoryCore/.
  2. Confirm that RocketInventoryCore.uplugin, Source/, Content/, and Config/ are inside that directory.
  3. Open the project and enable Rocket Inventory Core in the Plugins browser.
  4. Restart the editor and build the project's editor target when using the source distribution.

Existing plugin content uses the /RocketInventoryCore/ mount point. Keep the descriptor name and mount point stable when importing content.

Add C++ dependencies ​

Add the modules you use to your game module's .Build.cs. For core inventory types:

csharp
PublicDependencyModuleNames.AddRange(new[] {
    "Core", "CoreUObject", "Engine", "GameplayTags", "RocketInventoryCore"
});

Add RicInteraction, RicInput, or RicPreview if your code includes their public headers. RicEditor is an editor module; do not add it to runtime game code.

Check the installation ​

Open the Content Browser's Rocket Core asset category and look for item definitions, container definitions, and container collections. In Blueprint, inventory functions and properties use Ric categories.

The module descriptor declares RicPreview as ClientOnly and RicEditor as Editor. Keep preview functionality on clients and editor tools out of dedicated-server logic.

Continue with First inventory.