GS_Item
Categories:
GS_Item provides the inventory and equipment systems for GS_Play. It gives entities inventory containers that hold stacks of item data, and an equipment system that maps items to named slots on a character entity. Items are defined as data assets, making the full catalog editable without code changes. GS_Item is under active development — the API surface is evolving and additional item behaviours will be added in future releases.
For usage guides and setup examples, see The Basics: GS_Item.
Contents
Inventory
The inventory system manages ordered collections of item stacks on an entity. Stacks track item type, quantity, and metadata. The inventory component exposes add, remove, query, and transfer operations and broadcasts notifications when contents change.
| Area | Contents |
|---|---|
| Inventory Component | Per-entity container that holds item stacks and manages quantity limits. |
| Item Data Assets | Data-driven item definitions: display name, icon, stack limit, categories, and custom properties. |
| Stack Operations | Add, remove, transfer, split, and query by item type or category. |
| Notifications | Change events broadcast when items are added, removed, or quantities updated. |
Equipment
The equipment system maps item assets to named slots on a character or entity. Equipping an item occupies its designated slot and can trigger stat modifications via GS_RPStats integration. Unequipping returns the item to inventory or discards it based on configured policy.
| Area | Contents |
|---|---|
| Equipment Component | Per-entity slot manager. Maps slot names to currently equipped item assets. |
| Slot Definitions | Named slot configuration (e.g. weapon_main, armour_chest, accessory_1) defined per entity type. |
| Equip / Unequip Flow | Validates slot compatibility, optionally modifies stats via GS_RPStats, and notifies listeners. |
| Notifications | Change events broadcast when slots are filled, cleared, or swapped. |
Installation
GS_Item is a standalone gem. GS_RPStats integration is optional but recommended for stat-modifying equipment.
- Enable GS_Item and GS_Core in your O3DE project’s gem list.
- Create item data assets in your project’s asset directory and populate them in the Editor.
- Add the inventory component to any entity (player, chest, NPC) that should hold items.
- Add the equipment component to character entities that support equippable slots.
- Configure slot names on the equipment component to match your game’s equipment schema.
- Optionally enable GS_RPStats to wire equipment stat modifiers into the character stat pipeline.
Note: GS_Item is under active development. Check the changelog for the latest additions before starting integration work.
See Also
For conceptual overviews and usage guides:
For sub-system references:
For related resources:
Get GS_Item
GS_Item — Explore this gem on the product page and add it to your project.