Inventory Helper
As of 5.4, there is an engine bug that is causing the widget that gives us a details panel to cause hundreds to thousands of invalidations of the widget. This is causing an annoying amount of lag. The tool still functions, but as this is an engine bug, there is little I can do to alleviate this.
You will very likely be spending a good amount of time using this utility widget, so I suggest bookmarking it or having some way of quickly accessing it while you work.
Working with the raw container struct and the array of items is extremely cumbersome and not very efficient use of time. It also does not provide any sort of feedback of items that might be overlapping or have gone outside the bounds of the container.
This is why I've developed the Inventory Helper. This is a editor utility widget which attempts to mimick the final result you'd see in game and providing a place for you to create your own in-editor tools without going into C++.
It is HIGHLY advised to rarely, if ever, work with the raw container settings array. The only exception is class defaults. Use the inventory helper whenever you can.
Because of how many features this helper has, it becomes a lot to write down, so I've made a video (Not yet released) going over how to use the inventory helper and cover many of its features.
The void system
What might confuse most is the "Void" widget and actor. Dragging and dropping an item onto the background will "pin" the item exactly where you dropped it. But the item data and its containers must be stored on an actor somewhere in the currently loaded level. The void actor is where that data is stored. This also has the benefit of acting as a proxy for moving an item from one actor to another. You can select one actor, move an item into the void area, then select another actor and move the item into one of its containers.
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