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Demo Limitations

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This is the evaluation edition of InventorySystem. It installs alongside the full plugin in the same project and exists so you can try every feature before buying — it is not a cut-down replacement for it.


What works exactly like the full plugin

Every feature and every mode works exactly as in the full edition. Nothing is stubbed out or feature-limited:

  • all five shipped fragments (Stackable, Equippable, Consumable, Durability, Weight) and custom fragments of your own;
  • stacking, slot restrictions, weight limits, filters;
  • equipment slots, using an equipped item, equipment actors;
  • loot tables, world containers, dropped-item pickups;
  • save / load (ExportState / ImportState);
  • the full network-authority model — the same Try* call works on a client with no networking code on your side;
  • zero-config auto-attach via Project Settings;
  • the on-screen inspector and the DemoInv* / DemoEquip* console commands.

What's restricted

  • Distinct item types per play session — 5. The demo accepts up to five different item definitions across every inventory and equipment component in the session. Adding more of a type it has already seen is free; the sixth brand-new type is refused (TryAddItem and friends return false), with a line in the log and on screen explaining why. The count resets every time a game world begins play (press Play again, or restart the session).
  • On-screen watermark. A small yellow overlay line shows this is the demo edition and how much of the session budget is used (DEMO EDITION - 3/5 item types used this session).
  • Shipping builds. The plugin refuses to activate in a Shipping configuration — it is for evaluation in the Editor and Development builds only. A Shipping build can still be produced normally; the plugin simply does nothing in it (no world subsystem, no auto-attach, no watermark, no budget bookkeeping).

Nothing else is limited. If a capability of the full plugin is missing here, that's a bug — please report it.


Both editions installed at once

If the full InventorySystem plugin is also installed in the same project, this demo edition detects it and stands down automatically — it creates no components and draws no watermark, staying out of the full plugin's way. To run both side by side anyway, uncheck Stand Down When Full Plugin Present under Project Settings → Game → Inventory System (Demo).


Upgrading to the full edition

The demo's classes and data assets are a separate type from the full edition's — UISDemoItemDefinition with primary asset type DemoItemDefinition, not UISItemDefinition / ItemDefinition. Item definitions you author against the demo while evaluating do not carry over to the full plugin automatically; re-create them (or re-parent them) against UISItemDefinition once you switch. Everything you learned about authoring them transfers exactly — only the asset class changes.