> For the complete documentation index, see [llms.txt](https://roogame.gitbook.io/roogame/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://roogame.gitbook.io/roogame/roo-gameplay-framework/inventory-and-equipment/inventory-component.md).

# Inventory Component

Roo Inventory Component owns runtime inventory slots, equipment slots, registered UI widgets, and equipment-applied modifier handles.

Add the component to the Actor that owns the inventory.

## Item instances

A runtime item instance contains:

* Instance Id
* Item Data Asset
* Quantity

The Instance Id identifies a specific runtime stack. Slots contain item instances.

## Adding and removing

Add Item accepts an Item Data Asset and Quantity. It fills compatible existing stacks, then creates stacks in available slots up to Max Stack. It returns the first created or affected Instance Id.

Removal nodes:

* Remove Item From Slot
* Remove Item By Instance

Movement:

* Move Item

Move Item can move into an empty slot or stack compatible items when Allow Stack is enabled. Items stack only when they reference the same Item Data Asset and the destination has capacity.

## Queries

* Get Inventory Slot
* Get Item Instance
* Is Item Equipped
* Get Equipment Slot
* Get Equipment Slot By Index
* Get Equipped Item
* Get Equipped Item By Index

## Events

* On Inventory Changed
* On Equipment Slot Changed
* On Equipment Slot Index Changed

Use these events to refresh custom UI and dependent gameplay.

## Slot creation and capacity

Inventory slots are created as required by registration and item placement. Register Inventory Slot Widget assigns a known Slot Index; Register Inventory Slot Widget Auto assigns the next available index.

The component does not expose a fixed capacity property. Your UI registration and project rules determine the practical inventory size.

## Stats Component integration

Assign Stats Component directly or enable Auto Find Stats Component. Equipment modifiers require a valid Roo Stats Component on the inventory owner.
