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Plugin 1.0 · Unreal Engine 5.8Source snapshot · Version details

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 ​

  1. Install the plugin.
  2. Create a working inventory.
  3. Learn the definition, instance, and ownership model.
  4. 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.