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FInventoryGridCellUpdate

Overview

This struct is used to encapsulate data related to updates in a grid cell, such as whether it contains an item and its stack number. It is typically passed between components for state management.

Properties

Type

Name

Access

Description

bool

bHasItem

BlueprintReadOnly

Indicates if the cell has an item.

int32

StackNumber

BlueprintReadOnly

The stack number of items in the cell.

FInventoryGridCellData

Overview

This struct is used to store detailed information about a grid cell, such as whether it contains an item, the stack number, and the icon representing the item. It is passed between components for rendering and interaction purposes.

Properties

Type

Name

Access

Description

bool

bHasItem

BlueprintReadOnly

Indicates if the cell has an item.

int32

StackNumber

BlueprintReadOnly

The stack number of items in the cell.

FSlateBrush

Icon

BlueprintReadOnly

The icon representing the item in the cell.

TObjectPtr< ALimenItemBase >

Item

BlueprintReadOnly

A pointer to the item contained in the cell.

TObjectPtr< ULimenGridInventoryComponent >

Inventory

BlueprintReadOnly

A pointer to the inventory component that contains this cell.

ULimenGridCellWidget

Overview

This class extends ULimenWidget and is responsible for rendering and handling interactions with a single grid cell in an inventory system. It can display an item, highlight its state (valid or invalid placement), and handle drag-and-drop operations.

Properties

Type

Name

Access

Description

FInventoryGridCellData

CellData

BlueprintReadOnly

The data representing the current state of the grid cell.

EGridCellHighlightCase

CurrentHighlightCase

BlueprintReadOnly

The current highlight case for the grid cell (none, invalid placement, valid placement).

Functions

Return Type

Signature

Description

void

SetPlacementHighlightCase(EGridCellHighlightCase NewCase)

Sets the highlight case of the grid cell and triggers a native event.

void

SetCellData(const FInventoryGridCellData& InData)

Updates the data representing the grid cell and triggers a native event.

FGridEntryDragDropOperation

Overview

This class extends FDragDropOperation and is used to handle the drag-and-drop of items within a grid cell. It provides methods to get the current cursor position, the default decorator widget, and other properties related to the drag-and-drop operation.

Functions

Return Type

Signature

Description

void

OnDragged(const FDragDropEvent& DragDropEvent)

Updates the cursor position during a drag-and-drop operation.

TSharedPtr

GetDefaultDecorator() const

Returns the default decorator widget for the drag-and-drop operation.

FVector2D

GetDecoratorPosition() const

Calculates the position of the decorator widget based on the current cursor position and grid cell size.

SLimenGridInventoryEntry

Overview

This class extends SCompoundWidget and is used to create a user interface element that represents an inventory entry, including a grid cell and associated item data. It handles mouse events for drag-and-drop operations and updates the display accordingly.

Functions

Return Type

Signature

Description

FReply

OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)

Handles mouse button down events to initiate a drag-and-drop operation.

FReply

OnDragDetected(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)

Handles drag detection events and starts the drag-and-drop operation if an item is present in the grid cell.

Usage & Implementation Notes

  • Threading Constraints: This widget operates on the game thread.

  • Replication Requirements: None.

  • Memory Lifetime Management: The widget manages memory for its child widgets, ensuring proper cleanup when no longer needed.

  • Initialization Dependencies: Requires a valid ULimenGridInventoryComponent and an associated grid cell definition.

22 May 2026