Data authority
ULambeerItemDefinition Data Assets scanned by ULambeerDataRegistrySubsystem (PrimaryAssetType LambeerDefinition). Stack instances store only ItemId, quantity, container id, and durability.EnsurePlaceholderItems in Source/Lambeer/Data/LambeerDataRegistrySubsystem.cpp registers a transient stub only if that ItemId is missing after the asset scan. All nine IDs below already have Data Assets, so those stubs are skipped at runtime.Body.Pockets is a worn-container id, not an ItemId. It is omitted from this list.
Database summary
ELambeerItemType values in useVerified 2026-08-28 from Unreal Editor: nine DA_Item_* assets under /Game/Lambeer/Core/Data/Items/. No other DA_Item_* assets were found under /Game.
Search & filters
Item table
Numeric columns are an editor snapshot of the Data Asset. Change values on the asset, then refresh this page. Gameplay Tags are not used on these definitions (not applicable).
| 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 | |
| Pistol | Weapon | None | 1.2 | 1 | 100 | 0 / 0 | Yes / No | /Game/Lambeer/Core/Data/Items/DA_Item_Pistol |
integrated |
No items match the current filters.
Snapshot notes
Editor property read 2026-08-28 via ObjectTools.get_properties on each Data Asset. Float values are shown with project-useful rounding (0.1, 1.2) rather than IEEE noise.
WorldMesh, HeldMesh, and Icon package paths are TBD on this page (not copied). Inspect the Data Asset in the editor.
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. Cheats: Lambeer.GiveItem, Lambeer.Equip, Lambeer.SpawnPickup.