Starting Items


EquipmentComponent can be depended on InventoryComponent (example is player - BP_CombatCharacter) or work independently (example is AI - BP_BaseAI).
If owner has InventoryComponent, he will only be able to equip items that exist in inventory.

To add starting items to EquipmentComponent, modify elements in Equipment array.


When owner have InventoryComponent (BP_CombatCharacter).

  • 1. Set ItemClass (item must be of the same type as slot type)
  • 2. Amount can stay at 0, because item will be searched in inventory anyway
  • 3. Id may remain unchanged ({00000000-0000-0000-0000-000000000000}), then item will be searched by it’s class.
    Otherwise specify the exact Id as item has in inventory, then item will be searched by Id.
    (e.g if shield in inventory has Id {26A47502-4CC8-70F8-5F7D-77A7FBDA00E0} then here it should be the same)

  • Never change Is Hidden here
  • Active Item Index must not exceed last index of items (e.g if there is just 1 item, index must not be greater than 0)


When owner doesn't have InventoryComponent (BaseAI).

  • 1. Set ItemClass (item must be of the same type as slot type)
  • 2. Amount must be set to greater than 0
  • 3. Id must be generated (click on arrow icon -> Generate)

  • Never change Is Hidden here
  • Active Item Index must not exceed last index of items (e.g if there is just 1 item, index must not be greater than 0)