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Unreal Engine 5 Blueprints- Inventory, Quests and Char Stats by Krystian Czekalski

Unreal Engine 5 Blueprints- Inventory, Quests and Char Stats by Krystian Czekalski

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Author:Krystian Czekalski

Duration:10.5 hours on-demand video

Actual Duration:10h 34m

Release date:2024

Publisher:Udemy

Skill level:Intermediate

Language:English

Exercise files:Yes

Software:Unreal Engine 5

Course URL:https://www.udemy.com/course/unreal-engine-5-blueprints-inventory-quests-and-char-stats

Learn to build clean, data-driven inventory, quest, and stats systems in UE5 Blueprints from scratch.

If your Blueprints turn into spaghetti the moment you add an inventory or quest, this course is for you. You will build three connected systems – pickup inventory, NPC quests, and character stats – while learning how to keep data clean with structs, Data Tables, and proper class communication.

🎯 What you’ll learn

  • Manage game data in Unreal Engine 5 using structs, enums, maps, and Data Tables
  • Set up communication between classes with interfaces, traces, and event dispatchers
  • Build a pickup-based inventory system with slots, grids, and item quantities
  • Build an NPC quest system with dialogue widgets, task tracking, and progress updates
  • Display character stats and XP level-ups using Game Instance
  • Organize Blueprint logic so systems stay readable and reusable

βœ… Requirements

  • Skills: Basic understanding of Unreal Engine 5 install, editor navigation, and Blueprint basics
  • Tools: Unreal Engine 5 installed, 3-button mouse
  • Hardware: Computer capable of running Unreal Engine 5, dedicated GPU recommended

πŸ“ Description

This is not a click-here, drag-there tutorial. It’s about how to think about data. You start with the boring-but-important stuff – data types, arrays, maps, enums – and then you actually use them to build stuff that works.

First up: project setup. You import a character from the marketplace, fix up the Character Blueprint, wire Enhanced Input, and block out a simple landscape level. Nothing fancy, just enough world to test interactions.

Then you build the menu. Three tabs, animated widgets, clean switching logic. You will learn how to show and hide widgets, track the active tab, and keep UI code in global functions so you don’t repeat yourself in ten places.

The fun part is interaction. You set up line trace, trace channels, and Blueprint Interfaces to detect what the player is looking at. You create a base interact class, then child classes for pickups. Add trigger-once logic, parent events, destroy-on-pickup – all the small details that make interaction feel solid.

For inventory, you go full pipeline: structs for item data, Data Tables for item definitions, slot and grid widgets for display. You handle finding items, finding empty slots, stacking quantity, and fixing the classic bugs that break inventories. By the end your player can walk up, pick stuff up, and see it show up correctly in UI.

Quests work the same way, but with NPCs. You build a quest actor + component, an NPC with dialogue widget, and buttons to accept tasks. Progress is driven by real in-game events via event dispatchers, so collecting an item or reaching the oasis updates the task list and fires quest-complete logic. You even add a second quest to prove the system is reusable.

Last, you tie it together with stats. XP lives in the Game Instance, level-up logic calculates thresholds, and a stats widget shows it in the menu. Complete a quest, get XP, level up. Simple loop, but now you know how to pass data across levels without hacks.

πŸ§‘β€πŸŽ“ Who this course is for

  • UE5 beginners who know the basics and want to build real gameplay systems like inventory and quests
  • Hobbyists and indie devs who want clean, reusable Blueprint data setups instead of messy one-off scripts

πŸ§‘β€πŸ« About the Author

Krystian Czekalski teaches Unreal Engine 5 with a focus on practical Blueprints and game systems design. His work centers on data management, class communication, and building reusable features like inventories, quests, and UI. He explains things in a direct, build-along way – you make the system, break it, fix it, and understand why it works.

🏁 Final Result

  • A playable UE5 demo with explorable landscape, collectible items, tabbed animated menu, working inventory with quantities, two NPC-driven quests with tracking, and XP-based character stats saved in Game Instance
Curriculum

πŸ“‹ Course content

  1. Module 1:  Project Setup and Data Fundamentals
    • New project5:18
    • Basic data types16:03
    • Arrays13:42
    • Maps5:57
    • Enums6:23
    • Structure8:01
    • Data tables10:39
  2. Module 2:  Character, Input and World Setup
    • Importing new character7:24
    • Game mode5:48
    • Fixing character blueprint6:26
    • Enhanced input mapping8:32
    • Mapping context4:34
    • Character inputs13:02
    • Landscape8:33
  3. Module 3:  Animated Menu with Tabs
    • Setting up menu8:26
    • Close button9:06
    • Back to game mode4:42
    • Global functions13:55
    • Tabs11:36
    • Displaying widgets5:48
    • Clicking on tabs8:12
    • Active tab10:49
  4. Module 4:  Interaction Framework with Trace and Interfaces
    • Trace12:21
    • Trace channel8:25
    • Interface10:47
    • Base interact class8:01
    • Child class7:50
    • Trace function7:49
    • Trigger only once8:42
    • Parent event6:01
    • Interact11:58
    • Destroy actor5:31
  5. Module 5:  Inventory System Build
    • Structs and components9:38
    • Inventory slot11:13
    • Inventory grid9:11
    • Style grid9:17
    • Items data table7:23
    • Add to inventory6:26
    • Displaying item in slot9:31
    • Find item9:02
    • Find empty slot5:06
    • More objects11:01
    • Fixing inventory8:14
    • Item quantity11:53
    • Fixing the bug2:46
  6. Module 6:  Quest System Setup with NPCs and Dialogue
    • Data for the quest system9:12
    • Quest actor and component4:29
    • Import animals9:57
    • NPC8:41
    • Dialogue widget9:51
    • Information about the quest8:52
    • Sending quest data to the widget9:39
    • Widget buttons8:33
    • Add quest8:00
    • Displaying quest10:04
    • Quest name5:43
  7. Module 7:  Quest Tracking and Progress Logic
    • Event dispatcher8:08
    • Task list in the menu10:53
    • On Quest Item received6:33
    • Task progress6:00
    • Displaying task progress13:07
    • Changing task progress6:27
    • Setting progress limit8:09
    • Finished task8:13
    • Quest completed8:11
    • Removing quest8:35
    • 2nd Quest9:49
    • Oasis8:23
    • Notify quest6:37
  8. Module 8:  Character Stats, XP and Game Instance
    • Game instance4:37
    • Level up function10:13
    • Stats widget8:25
    • Display stats in widget9:27
    • Add XP from quest8:24
Watch online or Download for Free
Unreal Engine 5 Blueprints- Inventory, Quests and Char Stats by Krystian Czekalski
NAME
SIZEDURATION
3 Arrays
9.2 MB13m
4 Maps
3.7 MB5m
5 Enums
4.1 MB6m
6 Structure
5.2 MB8m
19 Tabs
8.7 MB11m
23 Trace
13.5 MB12m
25 Interface
9.8 MB10m
31 Interact
11.4 MB11m
49 NPC
10 MB8m
67 2nd Quest
11.8 MB9m
68 Oasis
12.7 MB8m

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