Action RPG Inventory System

Inside the World_Actor the construction script basically takes the Item “ID” and reads from the data table to know what to set the mesh to.
**It seems the editor is triggering the construction script of the Actor when simply mousing over it in the editor. Are you using 4.14? **

Since the ID variable in the World_Actor is set by default to** None **and there is no item in the DataTable with an **ID **of **None **it is just printing the debug print strings I added to help people who created new items and maybe didn’t make the ID’s match up or forgot to assign a mesh. So they would know what the problem was when the items weren’t working when dropped.

I would suggest simply removing those debug print string from inside of the World_Actor or even better create an Item with the ID of “None” in your DataTable and just give it the good old sexy catbox mesh XD.