InventoryComponent enables its containing
Actor to store
InventoryActors in its inventory, and place them back into the game world.
Make sure you've followed the Axis Mappings – keyboard, mouse and gamepad directional input for an FPS character recipe in Chapter 6, Input and Collision, before continuing with this recipe, as it shows you how to create a simple character.
Also, the recipe Instantiating an Actor using SpawnActor in this chapter shows you how to create a custom
ActorComponentsubclass using the engine called
InventoryComponent, then add the following code to it:
UPROPERTY() TArray<AInventoryActor*> CurrentInventory; UFUNCTION() int32 AddToInventory(AInventoryActor* ...