> 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/ultimate-stats-framework/creating-your-equipment-system.md).

# Creating Your Equipment System

Equipment systems often become difficult to maintain as a project grows. Equipment slots, item restrictions, Stat bonuses, item replacement, and UI updates can quickly become scattered across Blueprints and C++ code. This makes adding new equipment types or changing existing equipment behavior unnecessarily complicated.

The Roo Equipment System connects inventory items, equipment slots, and character Stats through a unified workflow. Equipment compatibility can be controlled with Gameplay Tags, while Stat Modifiers are automatically applied when an item is equipped and removed when it is unequipped. Equipment values can also use Formulas, allowing bonuses to scale with item level, character progression, or other gameplay data.

The system also handles common equipment operations such as equipping items from the inventory, replacing equipped items, returning unequipped items to the inventory, validating equipment slots, and notifying UI elements when equipment changes.

This chapter shows you how to create equipment items, configure equipment slots, apply Stat bonuses, equip and unequip items, and connect the Equipment System to your user interface.

After completing this chapter, you will be able to create a flexible and maintainable Equipment System in as little as one minute.
