> 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-items.md).

# Inventory Items

Roo Inventory Item Data Asset is the reusable definition for an item. Runtime inventory entries reference this asset and add an Instance Id and Quantity.

## Create the asset

In the Content Browser, right-click inside the destination folder and select `RooGame > Inventory > Inventory Item`.

## Identity and presentation

Item Tag identifies the item or item type through Gameplay Tags.

Info contains:

* Name
* Multiline Description
* Soft Texture Icon
* Color

## Shape and stacking

Shape contains Width, Height, Weight, and Max Stack.

The current Inventory Component actively uses Max Stack for stacking. Width, Height, and Weight are configuration metadata available to your game and UI; the built-in runtime inventory remains slot-based and does not automatically place multi-cell shapes or enforce weight.

## Price

Price contains Currency Tag, Amount, Can Buy From Merchant, and Can Sell To Merchant.

These fields describe economy configuration. Merchant transactions and currency storage are not automatically executed by the current Inventory Component.

## Properties

Properties are used for item display and equipment-driven Stat modifiers.

A property contains:

* Property Tag
* Visibility rule
* Hidden Elements mask
* Optional Icon and Color
* Roo Stat Action Value
* Text

Visibility options are Always Visible, Hide If Zero, and Hidden. Hidden Elements can hide Number, Text, or Icon in a project UI.

When equipped, valid Property Tags are passed to Roo Stats Component as Stat tags. The Value decides whether the modifier is constant or percent and whether it comes from a number or Formula.

## Usage, sockets, and crafting

Usage, Sockets, and Crafting provide structured configuration for project systems.

The current Inventory Component does not automatically execute consumable use, cooldowns, socket insertion, crafting, dismantling, merchant transactions, or persistence. Implement those workflows in Blueprint or C++ using the Data Asset fields.
