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UdemyGame Development FundamentalsPaid courseIntermediate levelCertificate

Unreal Engine 5 C++ Inventory Systems (Udemy.com)

Create a multiplayer-ready functional spatial inventory with equippables, stackables, and craftable items!

Created by: Stephen Ulibarri

Last updated February 2026

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What you will learn

  • Create and manage inventory systems in Unreal Engine
  • Code item interaction systems in a robust and scalable way
  • Code multiplayer inventory and item systems
  • Create spatial inventory grids with item categories
  • Implement stackable, consumable, and equippable items

How it compares

Against the other 281 rated Udemy courses in Game Development Fundamentals on CourseDuck:

  • Rating4.7 out of 5higher than 69% of them
  • Reviews430#83 of 282 by number of reviews
  • Length25 hourslonger than 92% of them
  • Last updatedFebruary 2026more recently than 83% of them

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Course Description

In this course, you will learn how to create inventory systems for your games in Unreal Engine 5 using C++ and Blueprints.

We will create a spatial inventory with item grids for different categories (Equippable, Consumable, and Craftable) and the ability to switch between grids filled with items. Items can be different sizes, each taking up a different number of squares in the grid, and items can be stackable, allowing for splitting, combining, consuming, and dropping items.

This inventory system is architected for scalability, modularity, and uses Unreal Engine C++ best practices. The inventory is coded in its own separate plugin, which can be added to multiple game projects or simply kept in a single project.

Assets are provided for this course, including:

  • All 3D meshes for items used, including consumable potions, equippable cloaks, masks, and weapons, and craftable foraging materials.

  • All 2D textures for icons, widgets, menus, borders, and messages.

  • Niagara effects for picking up items

This project uses Unreal Engine 5.5 and works in Unreal Engine 5.6 - you may use the latest version of Unreal Engine for this course!

Features of this course include:

  • Spatial inventory grids and the ability to switch between multiple grids in the inventory to house items of different categories (we implement Equippables, Consumables, and Craftables),

  • An Item Fragment system whereby items can be customized by adding modular "Fragments" to give them functionality (a well-established software pattern in the games industry). Add a Grid Fragment to make the item capable of taking up multiple squares on the grid - add an Equippable Fragment to make the item equippable, etc.,

  • Item tooltip popups showing item attributes and the use of design patterns to make a highly-flexible system where tooltips adapt to an item's fragments to display item information,

  • The ability to move items in a spatial inventory,

  • Stackable items with stack counts (just add a Stackable Fragment), supporting max stack sizes, and the ability to split, combine, and drop items in the inventory,

  • Consumable items, the ability to consume and apply custom behaviors upon item consumption (we will implement potions),

  • Equipment with equippable slots, and actually equipping items of different types (we will implement cloaks, masks, and weapons),

  • Assets will be provided for this course, including the character, weapons, equipment, potions, and craftables, as well as all UI textures for inventory menu widgets. Though you are free to use your own assets!

  • Everything is programmed to work in a multiplayer environment, both Listen Server and Dedicated Servers. It also works in single-player, Standalone games.

  • Items are functional - not just affecting what we see in the menus, but also what happens in the game - the system is coded to be flexible, allowing you to program your own functionality when items are consumed/equipped/used, including incorporation with the Gameplay Ability System (GAS).

My students have easily incorporated this inventory into their own projects with little effort.

We will cover topics from intermediate to advanced Unreal Engine C++. If you have taken my course titled Unreal Engine 5 C++ The Ultimate Game Developer Course or have equivalent knowledge, you are ready for this course!

You will also have access to the Druid Mechanics Discord Community, a community I have created for my students, designed to be your most helpful resource when learning. We are going on 35,000 students and climbing! We're all here to help each other out!

I hope you enjoy this course as much as I did while creating it!

Jump in, and let's make some inventories!

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Instructor Details

Stephen Ulibarri

When I earned my bachelor's degree in Chemical Engineering, I was exposed to the world of programming. I was instantly hooked. I have a passion for game development and a love for creative problem solving. I have written and self-published a science fiction novel and love all things creative. I have experience assisting and tutoring in engineering, mathematics, physics, chemistry, and programming.

I have since gained professional industry experience in the world of surgical simulations. It is extremely rewarding and my passion is to pass on my knowledge so others can achieve a highly engaging and fun career as I have!

I enjoy biking, drawing, 3D-design, and procedural generation in video games. I am proud to have many talented game developers and students in my online community: Druid Mechanics.

I have also written and published a book on Unreal Engine C++ titled: Unreal Engine C++ The Ultimate Developers Handbook.

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Reviews

4.7

430 ratings on Udemy

Select a bar to show only those reviews.Select the bar again to show every rating.

By Henry Kaupp on 6/3/2026

Once again, Stephen delivers a top-shelf course. Well-designed, thoroughly documented, and presented with clear, easy-to-follow instruction. His attention to detail and commitment to quality are second to none. Very few instructors consistently deliver at this level. Thank you for another AAA learning experience.

By Riccardo Tedesco on 4/5/2026

Excellent course! 6/5! I started it while already working on my own project, and I was able to adapt the system to my existing architecture without major issues. The instructor explains the concepts very clearly and focuses on practical design choices. I particularly found the concepts of Item Fragments and the Item Manifest very useful, as well as the overall UI implementation. The course also provides a solid introduction to scalable design patterns like the Composite pattern. I learned a lot from this course, and many of the concepts can be applied to systems beyond just inventory management. Highly recommended, both the course and the instructor!

By Joaquin Bas on 4/2/2026

Pretty good! As with his other courses its super detailed and well explained. This one I did find a lot harder to follow than previous ones, it is a lot more advanced. While I think I didn't retain as much information as in other courses I feel that I was made aware of new possibilities and techniques. I would just need to research more or review the course if I wanted to apply them. I feel that at times some of the contents are over-engineered but it helps showcase things that are possible to do.

By JangJiHun on 2/2/2026

This course was very informative and I learned a lot. However, I think it would have been much easier to follow if there were more UML diagrams or visual aids. Also, as a non-native speaker, I found the speaking pace a bit too fast compared to previous courses, which made it a little difficult to keep up. Still, I gained a lot of valuable knowledge overall. Thank you for creating such a great course!

By Frank Hochban on 2/2/2026

Another great in depth course. Thank you Stephen. There should be zero hesitation by anyone thinking about taking this course. It answers so many questions and builds a solid system. My feedback for you would be to share an overview or structure document. A document that gives the framework of the system that we would be able to take and edit during the course. I have tried to do this at parts in the course to help understanding (ie in the Composite Pattern) but found myself struggling with managing to link it into everything else. Perhaps this could be a YouTube video (Promotional) that you could talk through how the system will be made and operate. I would also ask if you could make another video covering the process of compiling the plugin and then implementing it into a new project. Perhaps that could be a short course on building/distributing Unreal projects. Anyways, thanks again for your effort it is appreciated.

By Marc Albadalejo on 12/27/2025

The course overall was a positive experience, but I can't review it better because it's missing some crucial aspects that Stephen missed somehow. On the plus side, learning about the Item Manifest and Fragments part of the curse was really useful, and can be applied to many other contexts. Same with the Leaf components part. But the biggest complain I have is the lack of persistance in this system. We use a unique approach with the FastArray, but it isn't taught how to persist that data. An inventory of this kind will always be used with a load/save game state in mind, and the only explanation that I found is in their Discord pointing us to check the Dedicated Servers course and see how they did it there. I should not need to check a 33.5h course in order to learn this important feature on a system like this. The end of the course also felt very rushed, and I feel like it missed other nice-to-haves, like notifications when an item is added to the inventory for example. We already notify the user when there's no room in the inventory, it would have taken a couple small lectures to add a notification of that kind. I wish Steve would have taken a little extra time to give us a better rounded course, as it is right now it feels incomplete, even though most of what it's taught is excellent stuff.

By Laura Wiese on 10/14/2025

This course is truly outstanding. The instructor's knowledge is deep, and their ability to explain complex topics in a clear, engaging, and easy-to-digest manner is second to none. I learned an incredible amount and the pace was perfect – challenging enough to keep me engaged, but never overwhelming. I feel incredibly well-equipped now to start applying this knowledge immediately. The quality of the video and audio is superb, and the course structure is logical and well-organized. This is easily one of the best investments I have made. My only slight wish for a future update or addition would be a dedicated section on how to integrate the created plugin into another, separate project. Highly, highly recommend this course to anyone interested in this topic. You won't regret it!

By Szymon Majecki on 10/12/2025

This course is far for more Advanced Users but it covers 90% of aspects Solid 5/5 . I Miss only here saving methods, move to another inventory(chest) , inventory bar with easy access to potions (quick cast) some code that spawn items(randomized) in chest or from killed enemy . Character Attributes and Healthbar UI that its attached. In future Would like to see a "Multiplayer Save systems in C++ " course that expands this Inventory Lessons further and other aspects of the games and creates plugin that can be used also in projects also setups for GAS and World Partition.

By Jacopo L. Trabia on 10/6/2025

An almost perfect course that delivers on what it promises, just like the rest of Stephen's courses. I'm nitpicking but I think what was really missing in this course was some graphs to accompany the short, theoretical lessons, akin to his GAS course. It's quite hard to grasp the architecture when you don't have any reference but only a pletora of similarly named c++ classes, which starts to become rather confusing quite fast. I recall only one graph in this course, and it's when he explained the composite pattern. Considering he has a dedicated art team, I think simple infographics that illustrate the upcoming classes and how they connect to each other would go a long way in making any future course a lot more digestible! "Excellent job, and I'll see you in the next course"

By Marvin A on 9/28/2025

Sehr gut. So einfach es auch am Anfang war - Der Code ist teilweise äußerst kompliziert ziemlich verwirrend. Ich denke, Stephen macht hier einen wunderbaren Job, es so einfach wie möglich zu erklären. Selbst als jemand, der vor nicht all zu langer Zeit mit dem Programmieren angefangen hat (Vor fast einem Jahr), komme ich hier ziemlich schnell durch. Es sind unglaublich viele Informationen, die mir wirklich weiter geholfen haben.

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Overall Score : 94 / 100