This system allows you to create complex or straightforward inventories with an easy-to-use API. The items and inventories are replicated and optimized. The items use UObjects, so they are extremely performant. Any game genre is supported, such as FPS, TPS, RPG, MMO, etc. It is always recommended to use Fast Replication, as it will make replication have better performance regardless of whether you are using this plugin. To enable, go to Project Settings and search fast replication. If you are using gameplay tags, be sure that the global gameplay tags are not changed at runtime, e.g. add a gameplay tag for a client but not the server (which usually should not happen anyway). For now, child classes of UItemBase are not added, but it is easy to add them in blueprints or c++. When creating a child class of UItem, be sure to override the functions as necessary, and add your own as you see fit. You may also use your own Item classes, however, you must change that in C++. It is quite easy, as all you need to do is press ctrl+h, find UItemBase, and replace it with your own item class name. In the cpp file, add the include of your item (only for c++). You also have the option of creating a blueprint class derived (or reparenting) from ItemBase, and simply overriding the functions to add your own logic. I will add a demo project in which you may examine how to use the inventory system to its fullest potential.