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Item Definitions and Storage

Review draft. This source page has not completed website editorial and release-specific verification.

UInventoryItemDefinition is authored immutable data. ItemId is a stable Gameplay Tag and must be a strict child of Inventory.Item; the namespace root and unrelated tags are invalid. DisplayName, Description, Icon, WorldActorClass, Category, and ItemTags describe presentation or project metadata and do not define runtime identity.

When Stackable is disabled, the effective maximum stack size is 1. When enabled, MaxStackSize supplies the authored maximum.

SlotCapacity == 0 means unlimited storage. A positive value creates exactly that many slots. Starting Items contain an item definition, count, and optional Preferred Slot. Preferred Slot -1 means no preference; a preferred slot is not a reservation. Incompatible or full preferred slots fall back to normal deterministic placement.

Normal placement considers:

  1. Compatible partial stacks in ascending slot order.
  2. Empty allocated slots in ascending order.
  3. New appended slots for unlimited inventories.

An unlimited inventory can retain allocated empty holes. A bounded inventory preserves its complete allocated layout.

Removal considers occupied slots from the highest index downward. Add, remove, set count, clear, reset, move, swap, split, and merge validate the complete operation before committing. The structured result reports the operation status and committed slot changes; there is no ForceSet or raw live-state bypass.