The two things you edit most

DT_Items (/Game/Main/Inventory/Data/Tables/DT_Items) — the master list of every item. One row = one item. The row name is the Item ID used everywhere.A Pickup Blueprint — the actor you place in the world that gives that item to the player.

Everything is driven by the Item ID string, so once an item exists in DT_Items, the whole system (grid, weight, icon, weapon/armor behavior) knows how to handle it.


1. What each item variable means (DT_Items row / S_ItemData)

Variable What it does
Item Name Display name shown in the UI.
Pickup Class The pickup actor spawned when the item is dropped on the ground.
Pickup Mesh Static mesh used for the item preview/inspection.
Pickup Icon The 2D icon shown in the inventory grid slot.
Item Weight Weight per unit; summed into the player's Total Weight.
Item Description Tooltip/description text.
Item Type Category (Prop, Attachment, Weapon, Consumable, Medical, etc.). Controls how the item behaves — e.g. Prop/Attachment stack, weapons spawn instances.
Item Width / Item Height Grid footprint in cells (the jigsaw size, e.g. 2×1).
Stack Size Max quantity per stack.
Can Be Crafted Whether it can appear as a crafting result.
Usage Time Seconds to "use" the item (consumables/medical).

Some types read a second table for their special data: consumables → S_Consumable, medical → S_MedicalItem, armor → DT_Armor (S_Armor), crafting → recipes. The Item ID ties them together — use the same row name across tables.


2. How to add a new item

Open DT_Items.Click Add Row and name it with a unique Item ID (follow the existing convention, e.g. Consumable_AppleWeapon_AK47Prop_DoorKey).Fill in the variables from the table above — at minimum: Item Name, Pickup Icon, Item Width/Height, Stack Size, Item Weight, Item Type.If it's a consumable/medical/armor/weapon, add a matching row (same Item ID) in that type's table.

That's it — the item can now be added to any inventory via Add to Inventory("YourItemID", Quantity).


3. How to add a pickup item (the world actor)

All pickups inherit from BP_PickupMaster (or a type-specific child like BP_PickupWeapon_MasterBP_PickupArmor_MasterBP_Pickup_Consumable_MasterBP_Pickup_Ammo_Master). The key variables on BP_PickupMaster are: