Action RPG Inventory System

You’ll want the InventoryItem to reference the Weapon Blueprint. And then edit the logic in the EquipmentInventoryComponent -> UpdateEquippedMeshes() to spawn this actor instead up updating the mesh (You will want to create a reference to the Actor in the EquipmentCharacter class) and then set the WeaponActorReference on the EquipmentCharacter. Of course if there is already a weapon equipped you will want to destroy that actor when the item is changed.

Then you will need to attach that spawned actor to the character socket just like it does with the MainHandMesh already in the EquipmentCharacter.

I am working on an update that will have this logic to help people who are having trouble bridging the gap between InventoryItem and their weapon system.