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VR Inventory System

DownToCode - Oct 25, 2020

The inventory system includes two different type of inventory functionalities as well as force grab capabilities.

  • Supported Platforms
  • Supported Engine Versions
    4.25 - 4.26
  • Download Type
    Complete Project
    This product contains a full Unreal Engine project folder, complete with Config files, Content files and .uproject file, which can be used as a template to create a new project.

The inventory system is a fully modular solution that allows integrating two different kinds of inventories in your game. You can choose to use either or both in your game as they are fully independent, the solution also offers a force grab functionality. All the various functionalities can be easily integrated into any project using the component-based solution.

The wrist slot inventory system allows you to carry around any object by storing it in a wrist slot, the objects can then be retrieved at any time while playing the game.

The inventory menu allows you to retrieve and attach to your hand any weapon during game-play, you can easily design the menu as well as unlocking items during the game.

The force grab system allows you to point at objects that are too far to be grabbed and force pull. The objects and the force grab behaviour are fully customisable. Each object allows you to specify custom hand poses for when the object is grabbed.

Technical Details

Try it first!!!

Oculus Windows

Oculus Quest

Promo Video


  •  Weapon & Tools Inventory
  •  Wrist Inventory
  •  Force Grab system
  • Fully customise each system behaviour
  • Unlock inventory items
  • Full examples for each functionality

Number of Blueprints: 22

Input: Motion Controllers Inputs for Oculus Touch, Vive, Index and WMR

Network Replicated: No

Supported Development Platforms: Oculus, Vive, Index, WMR

Documentation: Website Docs, Discord, Project Inputs

NOTE: While you can grab and let go of items that can be stored in the wrist slots the inventory items are meant to be either handled or put away and therefore you cannot drop the items. This is a design decision and not a malfunction of the system.