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UIS Directory Structure Overview ​

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1. Blueprint ​

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1. AC_Inventory - Core component ​

2. BP_Base - The base class for all equippable actors; all equipment inherits from this class. ​

3. BP_Box - The base class for boxes. ​

4. BP_Character - To quickly integrate UIS, inherit your character's parent class from BP_Character. ​

5. BP_DynamicPostProcess - A dynamic post-process used to highlight items. ​

6. BP_Pickup - Used to generate items that can be picked up. ​

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2. CharacterThumbnails ​

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1. CharacterThumbnails - Character thumbnails, used for rendering the character on the left side. ​

3. Data ​

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1. Data - The location for data storage. ​

- **DT_Inventory** is the data table for items, defining basic attributes of items. The rest are various data structures.

4. Demo ​

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1. Demo - The demonstration area; the demo map is located in Map/Demo. ​

5. Enumeration ​

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1. Enumeration - Contains enumeration types, with E_Overlay used for switching character animations. ​

6. FunctionLibrary ​

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1. FunctionLibrary - A library of reusable functions. ​

7. HighlightMaterial ​

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1. HighlightMaterial - Highlight material, used in conjunction with dynamic post-processes. ​

8. Interface ​

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1. Interface - The place for storing interfaces. ​

- In UIS, interfaces are used instead of `cast to`.

9. Niagara ​

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1. Niagara - The location for effects. ​

- **NS_Predict** is an effect for predictive aiming.

10. Widget ​

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1. Widget - The location for UI elements. ​

- All drag-and-drop operations are implemented in **WB_Main**, and all equipment slots are in **WB_Slot**.