Skip to content

UIS Directory Structure Overview

dir

1. Blueprint

dir

1. AC_Inventory - Core component

2. BP_Base - The base class for all equippable actors; all equipment inherits from this class.

3. BP_Box - The base class for boxes.

4. BP_Character - To quickly integrate UIS, inherit your character's parent class from BP_Character.

5. BP_DynamicPostProcess - A dynamic post-process used to highlight items.

6. BP_Pickup - Used to generate items that can be picked up.

dir

2. CharacterThumbnails

dir

1. CharacterThumbnails - Character thumbnails, used for rendering the character on the left side.

3. Data

dir

1. Data - The location for data storage.

- **DT_Inventory** is the data table for items, defining basic attributes of items. The rest are various data structures.

4. Demo

dir

1. Demo - The demonstration area; the demo map is located in Map/Demo.

5. Enumeration

dir

1. Enumeration - Contains enumeration types, with E_Overlay used for switching character animations.

6. FunctionLibrary

dir

1. FunctionLibrary - A library of reusable functions.

7. HighlightMaterial

dir

1. HighlightMaterial - Highlight material, used in conjunction with dynamic post-processes.

8. Interface

dir

1. Interface - The place for storing interfaces.

- In UIS, interfaces are used instead of `cast to`.

9. Niagara

dir

1. Niagara - The location for effects.

- **NS_Predict** is an effect for predictive aiming.

10. Widget

dir

1. Widget - The location for UI elements.

- All drag-and-drop operations are implemented in **WB_Main**, and all equipment slots are in **WB_Slot**.