Data authority
ULambeerItemDefinition Data Assets scanned by ULambeerDataRegistrySubsystem (PrimaryAssetType LambeerDefinition). Stack instances store ItemId, quantity, container id, durability, wetness and firearm chamber/magazine counts.EnsurePlaceholderItems in Source/Lambeer/Data/LambeerDataRegistrySubsystem.cpp registers a transient stub only if that ItemId is missing after the asset scan. The original nine IDs already have Data Assets, so those stubs are skipped at runtime. L1810, Sledgehammer, FireAxe, WoodenMallet and DoubleBarrelShotgun exist only as Data Assets; no C++ stubs were added for the new IDs.Body.Pockets is a worn-container id, not an ItemId. It is omitted from this list.
Database summary
ELambeerItemType values in useVerified 2026-09-15 from Unreal Editor: fifteen DA_Item_* assets under /Game/Lambeer/Core/Data/Items/, including FireAxe and WoodenMallet. MCP created and saved a sixteenth asset on 2026-09-17: DA_Item_DoubleBarrelShotgun. Remaining original-nine world/held static meshes still use the Engine cube except Crowbar, which now binds SM_Crowbar. L1810 world/held static meshes remain the Engine cube as a pickup collision proxy; skeletal fields point at SKM_L1810. The double-barrel shotgun uses the same cube proxy with skeletal fields on Shotgun. See L1810 G3 tuning and Double Barrel Shotgun.
Tools-folder ItemIds Item.Weapon.Crowbar, Item.Weapon.FireAxe, Item.Weapon.Sledgehammer and Item.Weapon.WoodenMallet are registered. Tool-role Gameplay Tags are still not authored (GrantedToolRoles is not in source). Contract: FEAT-INVENTORY. Production plan: PIPE-ROADMAP held tools slice.
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Item table
Numeric columns are an editor snapshot of the Data Asset. Change values on the asset, then refresh this page. Tool-role Gameplay Tags are designed in FEAT-INVENTORY; they are not authored on these live Data Assets yet.
| ItemId | Display name | Type | Equip slot | Weight | Max stack | Max durability | Storage slots / kg | Holster / quick use | UE package | Status |
|---|---|---|---|---|---|---|---|---|---|---|
| Wood | Resource | None | 0.1 | 10 | 0 | 0 / 0 | No / No | /Game/Lambeer/Core/Data/Items/DA_Item_Wood |
integrated | |
| Bandage | Medical | None | 1 | 99 | 0 | 0 / 0 | No / No | /Game/Lambeer/Core/Data/Items/DA_Item_Bandage |
integrated | |
| Scissor | Tool | None | 0.5 | 1 | 100 | 0 / 0 | No / No | /Game/Lambeer/Core/Data/Items/DA_Item_Scissor |
integrated | |
| Pants | Clothing | Legs | 1.5 | 1 | 0 | 6 / 12 | No / No | /Game/Lambeer/Core/Data/Items/DA_Item_Pants |
integrated | |
| Glasses | Clothing | Eyewear | 0.1 | 1 | 0 | 0 / 0 | No / No | /Game/Lambeer/Core/Data/Items/DA_Item_Glasses |
integrated | |
| Body Armor | Clothing | BodyArmor | 4 | 1 | 0 | 0 / 0 | No / No | /Game/Lambeer/Core/Data/Items/DA_Item_BodyArmor |
integrated | |
| Improvised Backpack | Clothing | Backpack | 2 | 1 | 0 | 12 / 25 | No / No | /Game/Lambeer/Core/Data/Items/DA_Item_BackpackImprovised |
integrated | |
| Crowbar | Weapon | None | 3 | 1 | 100 | 0 / 0 | Yes / No | /Game/Lambeer/Core/Data/Items/DA_Item_Crowbar |
integrated | |
| Fire Axe | Weapon | None | 3 | 1 | 100 | 0 / 0 | Yes / No | /Game/Lambeer/Core/Data/Items/DA_Item_FireAxe |
integrated | |
| Sledgehammer | Weapon | None | 4.76 | 1 | 100 | 0 / 0 | Yes / No | /Game/Lambeer/Core/Data/Items/DA_Item_Sledgehammer |
integrated | |
| Wooden Mallet | Weapon | None | 3 | 1 | 100 | 0 / 0 | Yes / No | /Game/Lambeer/Core/Data/Items/DA_Item_WoodenMallet |
integrated | |
| Pistol | Weapon | None | 1.2 | 1 | 100 | 0 / 0 | Yes / No | /Game/Lambeer/Core/Data/Items/DA_Item_Pistol |
integrated | |
| L1810 | Weapon | None | 1.2 | 1 | 100 | 0 / 0 | Yes / No | /Game/Lambeer/Core/Data/Items/DA_Item_L1810 |
integrated | |
| Double Barrel Shotgun | Weapon | None | 1.2 | 1 | 100 | 0 / 0 | Yes / No | /Game/Lambeer/Core/Data/Items/DA_Item_DoubleBarrelShotgun |
integrated | |
| L1810 Magazine | Attachment | None | 0.10 | 1 | 0 | 0 / 0 | No / No | /Game/Lambeer/Core/Data/Items/DA_Item_L1810_Magazine |
integrated | |
| 9x19 | Resource | None | 0.012 | 60 | 0 | 0 / 0 | No / No | /Game/Lambeer/Core/Data/Items/DA_Item_Ammo_9x19 |
integrated |
No items match the current filters.
Snapshot notes
Editor property read 2026-08-28 via ObjectTools.get_properties on each original Data Asset. Sledgehammer values were read back 2026-09-09. L1810 non-ammo fields were read back 2026-09-09 from MCP after copy from DA_Item_Pistol. Magazine and 9x19 Data Assets, plus L1810 skeletal fields, were read back 2026-09-11. Magazine capacity 18 is owner-supplied. Float values are shown with project-useful rounding (0.1, 0.10, 0.012, 1.2, 4.76) rather than IEEE noise.
MCP readback 2026-09-11: DA_Item_L1810 WorldSkeletalMesh/HeldSkeletalMesh = /Game/Lambeer/Items/Weapons/Pistol/L1810/SKM_L1810; static world/held meshes remain the Engine cube. Magazine mesh = /Game/Lambeer/Items/Weapons/Pistol/L1810_Magazine/L1810_Magazine. 9x19 uses the Engine cube. Magazine MagazineCapacity is 0 and AmmoCapacity is 18; L1810 CompatibleItemIds is Item.Magazine.L1810.
MCP readback 2026-09-15 for Tools-folder items (saved, is_dirty false):
DA_Item_Crowbar:WorldMesh/HeldMesh=/Game/Lambeer/Items/Tools/Crowbar/SM_Crowbar. Weight 3, stack 1, durability 100, OneHanded, holster yes,bMeleeWeaponfalse. Icon remainsT_UI_Item_Crowbar.DA_Item_FireAxe/Item.Weapon.FireAxe: duplicated from Crowbar then authored. Display “Fire Axe”, ItemType Weapon. Weight 3 / stack 1 / durability 100 / OneHanded / holster / throw 0.6 s / 900 cm/s copied from Crowbar as catalog prototype, not a measured axe mass.WorldMesh/HeldMesh=/Game/Lambeer/Items/Tools/FireAxe/SM_FireAxe. Icon None.bMeleeWeaponfalse.DA_Item_Sledgehammer:WorldMesh/HeldMeshconfirmed/Game/Lambeer/Items/Tools/Sledgehammer/SM_Sledgehammer(oldSledgehammerpackage is a redirector). TwoHanded,bMeleeWeapontrue, weight 4.76.DA_Item_WoodenMallet/Item.Weapon.WoodenMallet: same Crowbar prototype fields as FireAxe. Display “Wooden Mallet”.WorldMesh/HeldMesh=/Game/Lambeer/Items/Tools/WoodenMallet/SM_WoodenMallet(oldWooden_Malletpath does not exist). Icon None.
MCP readback 2026-09-17 for DA_Item_DoubleBarrelShotgun / Item.Weapon.DoubleBarrelShotgun (saved, is_dirty false): Display “Double Barrel Shotgun”, ItemType Weapon, TwoHanded, holster yes, bMeleeWeapon false, MagazineCapacity 2, CompatibleItemIds empty, AnimationProfile DA_AnimProfile_Firearm2H. Weight 1.2 / stack 1 / durability 100 / throw 0.6 s / 900 cm/s copied from DA_Item_L1810 as a firearm catalog prototype, not a measured shotgun mass. WorldSkeletalMesh/HeldSkeletalMesh = /Game/Lambeer/Items/Weapons/DoubleBarrelShotgun/Shotgun; static world/held meshes remain the Engine cube as the pickup collision proxy. Icon = /Game/Lambeer/Items/Weapons/DoubleBarrelShotgun/ICON_DoubleBarrel. Grip/support transforms are identity/unauthored. No shotgun ammo or magazine Data Asset exists yet; magazine-as-item loading is not claimed.
Mesh bounds (local cm, longest axis) and collision: Crowbar ~460 cm, FireAxe ~393 cm, Sledgehammer ~97 cm, WoodenMallet ~42 cm. All four have bCustomizedCollision true. Crowbar and FireAxe are oversized versus a handheld tool; this snapshot records the imported scale, it does not authorize a rescale. Sledgehammer matches the 2026-09-09 G3 bound note.
WorldMesh, HeldMesh, and Icon package paths are otherwise TBD on this page for remaining original-nine items that still use the Engine cube. Inspect those Data Assets in the editor. FireAxe and WoodenMallet have no inventory icons yet; do not invent art.
C++ stub vs Data Asset (inactive stubs)
Because each ID already has a Data Asset, EnsurePlaceholderItems does not apply. The stub table still differs from the live assets and must not be used for balance:
Item.Woodstub: weight 2, max stack 99 — DA: 0.1 / 10.Item.Bandagestub: weight 0.2, max stack 10, quick-use true — DA: 1 / 99 / false.Item.Scissorstub display “Scissors”, quick-use true — DA display “Scissor”, quick-use false.
Feature behavior (pickup, hands, durability stacking) lives in FEAT-INVENTORY. Console cheats: TECH-CONSOLE-CHEATS (Lambeer.GiveItem, Lambeer.Equip, Lambeer.SpawnPickup are host-pawn only; Dedicated Server clients use UI_G3GiveCrowbar, UI_G3GiveFireAxe, UI_G3GiveL1810 and the other UI_G3Give* helpers).