Pro Inventory System

Functions

Overview of all available Blueprint nodes, utilities, data structures, and enums for Pro Inventory System.
PRO INVENTORY SYSTEM (FAB Listing)

Pro Inventory System — Functions

This page lists every Blueprint function available across all components of Pro Inventory System, with beginner-friendly explanations.

A full interactive Blueprint preview is available here: Blueprint All Functions Library


Blueprint Node Preview


Understanding the Structure

The plugin is split into five function groups:

GroupWhat it's for
AC ItemRead and write data on a single item (name, quantity, image…)
AC ItemsBagManage a bag: add, remove, find, and organise items inside it
AC ShopManage a shop: prices, sales, purchases, and moving items to a bag
Blueprint Function LibraryGlobal helpers: manage multiple bags at once, validate objects
Save GamePersist and restore inventory/shop data between sessions

Naming Conventions

Many functions come in three variants — they do the same thing but locate the target differently:

SuffixHow it finds the targetExample
(none)Uses the current/default referenceRemoveItem
ByIndexUses the item's position number in the arrayRemoveItemByIndex
ByNameUses the item's name stringRemoveItemByName

Tip for beginners: Start with ByName variants — they're the most readable and easiest to debug.


AC Item

The AC Item component lives on your item Blueprints (collectables, weapons, food, etc.). It holds the item's data and provides functions to read or change it.

Getters — Read item data

FunctionReturnsDescription
getNameFStringThe display name of the item
getQuantityintHow many of this item the player currently has
getLimitintThe maximum stack size allowed
getItemTypeObjectTypeThe category of this item (weapon, consumable, etc.)
getImageTexture2DThe current image reference
getImageSizeFVector2DThe dimensions of the image
getItemImageTexture2DThe item-specific image

Setters — Change item data

FunctionReturnsDescription
setQuantityvoidSet a new quantity for the item
setLimitvoidSet a new max stack size
setItemTypeboolChange the item's type. Returns true if successful
setImagevoidSet a new image with its dimensions
setImageSizevoidUpdate only the image dimensions
setItemImagevoidSet a new item image

Adding to a Bag

FunctionReturnsDescription
AddToBagboolAdd this item to the default bag. Returns false if no bag found
AddToBagByNameboolAdd this item to a bag found by name
AddToThisBagboolAdd this item to a specific bag reference

Checking Space

FunctionReturnsDescription
hasSpaceForbooltrue if the default bag has room for this item
hasSpaceForItemInBagbooltrue if a specific bag reference has room
hasSpaceForItemInBagByNamebooltrue if the bag with the given name has room

Always call a hasSpaceFor function before calling AddToBag to avoid silent failures.


AC ItemsBag

The AC ItemsBag component lives on your Character Blueprint. It is the actual container that holds items and exposes functions to manage them.

Reading the Bag

FunctionReturnsDescription
getBagNameStringThe name of this bag (e.g. "Weapons", "Consumables")
getBagCapacityintMaximum number of item slots
getNumberOfItemsintHow many items are currently stored
getAllItemsTArray<FS_Item>Every item in the bag as an array
getItemByNameFS_ItemGet a single item by its name
getItemByIndexFS_ItemGet a single item by its position in the array
getCurrentBagBagThe currently active bag reference
getIsCurrentBagbooltrue if this bag is currently active

Checking the Bag

FunctionReturnsDescription
hasBagSpacebooltrue if at least one slot is free
isBagEmptybooltrue if the bag contains no items
IsInBagbooltrue if the given item exists in the bag
IsInBagByNamebooltrue if an item with the given name exists
FindItemintReturns the index of an item, or -1 if not found
FindItemByNameintReturns the index of an item by name, or -1

Modifying Bag Capacity

FunctionReturnsDescription
setBagCapacityvoidSet an exact capacity value
addBagCapacityvoidIncrease the capacity by a given amount
removeBagCapacityvoidDecrease the capacity by a given amount

Adding / Setting / Removing Quantities

FunctionReturnsDescription
AddItemQuantityboolAdd quantity to the default item
AddItemQuantityByIndexboolAdd quantity by index
AddItemQuantityByNameboolAdd quantity by name
setItemQuantityboolSet an exact quantity
setItemQuantityByIndexboolSet quantity by index
setItemQuantityByNameboolSet quantity by name
RemoveItemQuantityboolRemove quantity from default item
RemoveItemQuantityByIndexboolRemove quantity by index
RemoveItemQuantityByNameboolRemove quantity by name

Managing Limits (Max Stack Size)

FunctionReturnsDescription
AddItemLimitboolIncrease the item limit
AddItemLimitByIndexboolIncrease limit by index
AddItemLimitByNameboolIncrease limit by name
setItemLimitboolSet an exact limit
setItemLimitByIndexboolSet limit by index
setItemLimitByNameboolSet limit by name

Removing Items

FunctionReturnsDescription
RemoveItemboolRemove an item from the bag
RemoveItemByIndexboolRemove item at a given index
ClearBagboolRemove all items from the bag

Bag Settings

FunctionReturnsDescription
setBagNameboolRename this bag
setIsCurrentBagvoidMark this bag as the active one

AC Shop

The AC Shop component turns any Blueprint into a shop. Items can have prices, promo prices, and purchased states.

Reading & Searching

FunctionReturnsDescription
getShopNameStringThe shop's display name
getItemsShopTArrayAll items listed in the shop
getItemByNameFS_ShopItemA single shop item by name
getItemByIndexFS_ShopItemA single shop item by index
FindItemintIndex of an item, -1 if not found
FindItemByNameintIndex by name, -1 if not found

Prices & Promo Prices

FunctionReturnsDescription
getPrice / ByIndex / ByNamefloatRead the regular price
getPromoPrice / ByIndex / ByNamefloatRead the promotional price
SetPrice / ByIndex / ByNameboolSet the regular price
SetPromoPrice / ByIndex / ByNameboolSet the promo price

Sale, Currency & Purchase State

FunctionReturnsDescription
getOnSale / ByIndex / ByNamebooltrue if item is on sale
SetOnSale / ByIndex / ByNameboolMark item as on sale
getCurrency / ByIndex / ByNameStringRead currency label
SetCurrency / ByIndex / ByNameboolSet currency label
getIsPurchased / ByIndex / ByNamebooltrue if item was purchased
SetIsPurchased / ByIndex / ByNameboolMark item as purchased

Shop Actions

FunctionReturnsDescription
AddItemToShopboolAdd a new item to the shop listing
RemoveItemFromShopboolRemove an item from the shop
RemoveItemFromShopByNameboolRemove item by name
MoveFromShopToBagByNameboolTransfer a purchased item into the player's bag (by name)
RemoveFromShopToBagByIndexboolTransfer item to bag by index
SetShopNameboolRename the shop

Blueprint Function Library

Global helpers that can be called from anywhere in your Blueprints — not tied to a specific component.

Bag Management

FunctionReturnsDescription
GetNumberOfBagsintTotal number of bags the character has
GetAllBagsArrayAll bags as an array
GetAllBagNamesArrayAll bag names as a string array
RemoveBagByNameboolRemove a specific bag by name
RemoveAllBagboolRemove every bag from the character
hasBagSpacebooltrue if any bag has available space
MoveFromShopToBagByNameboolMove a shop item into a named bag

Validation

FunctionReturnsDescription
IsValidBagCheck a bag reference is valid before using it
IsValidItemCheck an item reference is valid
IsValidShopItemCheck a shop item reference is valid

Always validate references with these functions before calling other functions on them to avoid Blueprint runtime errors.


Save Game

Persist inventory data between sessions so players don't lose their items when the game is closed.

FunctionReturnsDescription
SaveBagboolSave a single bag to disk
SaveAllBagsboolSave every bag at once
SaveShopboolSave a single shop
SaveAllShopsboolSave every shop at once
LoadAllSavedBagsboolLoad all previously saved bags
LoadAllSavedShopsboolLoad all previously saved shops
DeleteInventorySaveboolWipe the entire save file
Call SaveAllBags when the player pauses, exits a level, or quits the game. Call LoadAllSavedBags on Begin Play of your Character Blueprint to restore their inventory automatically.