2.4.0
Engine support: 5.3
Example Project
The UI styling has been reworked.
Added example for tracking tag values on equipped items, such as an armor stat.
Widgets
Custom shaped items can now have padding and rounded corners. An object has been added that stores all the information for each item to save on performance.
Container widgets can now override their tiles default brush settings.
Added a GenerateItemIcon macro (Only available to widgets)
Crafting
A crafting system has been added. It is important to note that the crafting system has been designed to be 100% removable and the inventory system has zero reliance on it. If you do not want a crafting system and want to reduce the size of your packaged game and/or don't want to deal with the bloat, the system has been contained within a separate folder.
If you are updating your project and want to use the crafting system, you will want to go into your project settings -> Asset Manager and add a new index and set "Primary Asset Type" to "CraftingRecipes", set the asset base class to DA_CoreCraftingRecipe, then go into Directories and add all locations where you might store your recipe's.
Documentation for the crafting system
Added crafting category to the content browser context menu
Bugs
An item actor would not destroy itself if it had to stack with another item when looted through the quick loot options.
TryAddNewItem would not apply the correct rotation in some scenarios.
The ItemAdded delegate would not have the most up to date version of the item struct.
When dropping an item, you could get spammed with "UObject is data-only. No item driver available."
GetItemDriver was using the wrong object class for its object paramater.
the SellItem function helper was not setup correctly, leading to clients not being able to use it.
Added a temporary solution to icon generation crashing the engine. If you are still crashing, you'll want to increase the delay inside WBP_InspectDebug