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Quick slots
Add the components
Add URicQuickSlotsComponent to the inventory owner. For a predicted UI, also add URicClientPredictedQuickSlotsComponent, alongside the inventory prediction and RPC components.
Configure the number of slots before BeginPlay, for example in class defaults. The default count is 0. SetQuickSlotsCount is authoritative and reinitializes the slots; do not use it to resize an existing hotbar without accounting for cleared assignments.
Assign an item
On authority, call SetItemToQuickSlot(Index, ItemInstance) on the quick-slot component. For a player request, use the predicted quick-slot component's method of the same name.
Read GetItemAtSlot and listen to OnQuickSlotChanged to update a hotbar. Clear an assignment with ClearQuickSlot.
A slot references an inventory item; it is not a second physical copy of the stack.
Filters and ownership
Use FilterClasses on the authoritative component to restrict acceptable items. Assignments track the item's ownership chain so nested inventory changes can trigger revalidation.
Use item GUIDs when reconnecting the client UI to inventory copies. PredictedQuickSlotIDs stores the predicted mapping.
Save and restore
FRicQuickSlotsSaveData contains the slot count and an index-to-item-GUID map. Restore inventory items before restoring quick slots so the GUIDs can be resolved.
The inventory subsystem collects quick-slot data from a component on each registered manager's owner. See Save data and persistence.