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# 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**](https://inventoryframework.github.io/crafting/)

* 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**


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