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.
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.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.
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.
Open DT_Items.Click Add Row and name it with a unique Item ID (follow the existing convention, e.g. Consumable_Apple, Weapon_AK47, Prop_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.
DT_Items.Consumable_Apple, Weapon_AK47, Prop_DoorKey).That's it — the item can now be added to any inventory via Add to Inventory("YourItemID", Quantity).
All pickups inherit from BP_PickupMaster (or a type-specific child like BP_PickupWeapon_Master, BP_PickupArmor_Master, BP_Pickup_Consumable_Master, BP_Pickup_Ammo_Master). The key variables on BP_PickupMaster are: