Inventory Pro Add-On Documentation
  • Welcome to Inventory Pro Add-On for FPS Engine!
  • BEFORE WE START
    • Early Considerations
    • Add-On Compatibility
    • List of Tutorials
  • GETTING STARTED
    • 01. Basic Set-Up
    • 02. Roadmap
  • CONTENT
    • 03. Content
      • 03.1 CRAFTING
        • Recipe_SO
          • Ingredient
        • CraftingButton
        • CraftingProcess
        • CraftingUI
        • CraftingBench
        • IngredientUIIcon
      • 03.2 FAV MENU
        • FavItemSlot
        • FavItemsMenu
          • FavItemReference
      • 03.3 INTERACTABLES
        • InventoryItemPickeable
      • 03.4 INVENTORY
        • InventoryGridData_SO
        • InventoryProManager
        • GridGenerator
        • InventorySlot
        • SlotData
        • InventoryProManagerInputActions
      • 03.5 ITEMS
        • AppleItem_SO
        • EnergyDrinkItem_SO
      • 03.6 OTHERS
        • 03.6.1 TRADE HUB
          • TradeButton
          • TradeUI
          • TradeHub
        • Chest
        • ExamineItem
      • 03.7 SHOP
        • PurchasableItem
        • Shop
          • ShopItemData
        • ShopUI
        • ShopButton
      • 03.8 UI TOOLKIT
        • ContextMenu
        • HighlightInteractions
        • Padding
        • TooltipManager
    • 04. Shared Content for Add-Ons
  • HOW TO USE & GUIDES
    • Uninstalling the Add-On: Fixing Errors
    • Creating, Updating & Deleting Recipes
    • Inventory Designer: Creating, Updating & Deleting Inventory Grid Data
    • Working with Crafting Benches
    • Working with Chests
    • Working with Shops
    • Working with Purchasable Items
    • Working with Item Examination
    • Favorite Pinned Items Menu Considerations
    • Inventory, Hotbar & Chests Considerations
    • Tetris Inventory Considerations
    • Weapons & Ammo from the Inventory
    • Custom Item_SOs
    • Adding a New Inventory
  • FAQ
    • FAQ
  • SUPPORT
    • Support
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On this page
  • Introduction
  • Creating Inventories Data
  • Updating Inventories Data
  • ADDING ITEMS TO THE GRID
  • EDITING AN ITEM FROM THE GRID
  • Deleting Inventories Data
  • Inventory Data Considerations
  • UPDATING ITEM_SO SIZES ( ONLY FOR TETRIS INVENTORIES )
  1. HOW TO USE & GUIDES

Inventory Designer: Creating, Updating & Deleting Inventory Grid Data

PreviousCreating, Updating & Deleting RecipesNextWorking with Crafting Benches

Last updated 1 month ago

Inventory Grid Data contains information regarding the initial storage configuration of the player's inventory and any chests. You can create as many Inventory Grid Data entries as needed. While only one can be assigned to the player’s inventory, you can create multiple Inventory Grid Data entries and assign them to different chests, allowing each chest to contain its own unique initial data.


Introduction

To manage Inventory Grid Datas, begin by opening the Cowsins Manager. First, press the Ctrl+Q shortcut, then click on "Inventory Designer." The following window will appear:

Here, you will find a list of the available InventoryGridData_SOs within your project. By clicking on each button, you can access the Inventory Designer for that specific InventoryGridData_SO, allowing you to customize its preferences, settings, items, and layout.

Additionally, from this home page, you can create new Inventory Grid Data entries.

Creating Inventories Data

From the Home Page of the Inventory Designer in Cowsins Manager, click on "Create New Inventory Grid Data", then you´ll need to select a path to store the File.

  1. Click on "CREATE NEW INVENTORY GRID DATA"

  2. Select a proper path within your project to keep files organized.

  3. Give the new File a name.

  4. Save the File

It is highly recommended to store all InventoryGridData_SOs within the same folder.

Updating Inventories Data

From the Home Page of the Inventory Designer in Cowsins Manager, click on the InventoryGridData_SO you want to modify from the list. In this case, we´ll modify SampleChest_01.

This will open the Inventory Designer Tool, where you can modify and customize SampleChest_01. The Inventory Designer is divided into two main sections:

  • Left Section: Displays the inventory grid.

  • Right Section: Contains the toolset, organized into four tabs:

  1. SELECTION MODE: Allows you to select an item from the grid on the left to view its details such as name, icon, attachments (if it's a weapon), and edit the available amount. If you enter an amount higher than the item’s Max Stack value, it will automatically be clamped to that maximum. The minimum amount allowed is 1.

  2. DESIGN MODE: Displays a list of all Item_SO assets in your project. You can search for the item you need, click on it, and place it on the grid in the left section. Items are placed based on the itemSize defined in their Item_SO. If you're not using a Tetris-style inventory, all items will be treated as 1x1 during runtime. To remove an item, simply right-click it on the Left Section.

  3. SETTINGS TAB: Here you can configure the inventory grid’s layout, adjust slot spacing, padding, and the number of rows and columns.

  4. HELP TAB: Provides access to useful resources, including documentation, tutorials, and a list of keybinds.

ADDING ITEMS TO THE GRID

Let´s add, edit and remove an Item as an example. In this case, we´ll add a Katana, which is a 3x1 Item.

First, search "Katana" in the SearchBar, the Katana item will be filtered.

Now, click on the Katana Item. As you can see, it is now displayed as selected.

Now, to place the item onto our grid, keep in mind that it's a 3x1 item. Items are always placed starting from the top-left slot of their occupied area ( Anchor ). This means you’ll need to make sure the item fits within the grid boundaries and doesn’t overlap with any existing items. If it would go out of bounds or collide with something else, placement won’t be allowed.

Click on the Slot to place the Item. As you can see, it fits perfectly.

Note: Always be mindful of your item's size. Items are anchored and placed starting from the top-left position, so make sure there's enough space on the grid to fit the entire item without overlap.

EDITING AN ITEM FROM THE GRID

While in Selection Mode, click on any slot that contains part of the item. In the case of the Katana, which takes 3x1 slots, any of those three slots can be selected to view and edit its details.

Here, you can view detailed information about the selected item and adjust its amount. In this case, since the item is a weapon (like the Katana), only one can be carried in those slots. For other items such as an apple, you can modify the amount anywhere from 1 up to the Max Stack defined in its Item_SO file.

Deleting Inventories Data

To Delete an Item from the Grid, simply right-click on it.

Inventory Data Considerations

UPDATING ITEM_SO SIZES ( ONLY FOR TETRIS INVENTORIES )

When working with Items and InventoryGridData, there may be times when you need to adjust an item's settings after it's already been placed in the grid, such as changing its size. Reducing the item size usually doesn't cause issues, but increasing the size can lead to problems. The item may end up overlapping with others or even extending outside the grid boundaries.

Below is an example of what might happen if you change the Katana's size from 3x1 to 4x1 after it has already been placed in the grid.

Original 3x1 Size VS Updated 4x1 Size.

What to do now?

Delete the overlapping Items and re-adjust your Grid Layouts or Item Sizes to ensure all Items fit properly.

Now, you can start configuring and adjusting the preferences of your Inventory Grid Data_SO. For more information, refer to .

Updating Inventories Data