Action RPG Inventory System

I’m not sure why it thinks there are two instances of World_Actor in your project. I would fix it by double checking your map, cleaning up redirectors and delete the saved and intermediate folders. Maybe they are temporarily created while compiling if that’s the case then the print strings aren’t anything to he worried about. But
It seems like there might be some bad references the editor is holding onto in your project after deleting/moving blueprints around or just regular development which is likely what’s causing your cook to fail.
(This is a common issue in unreal and again not caused by the ARPGIS)

As for the Messages themselves they are nothing to be worried about and are by design. I added in-case a user created an item but setup something wrong and was wondering why it didn’t show up. When you hit compile the construction script is run.

When the construction script runs for the World_Actor it tries to load the Item and Mesh.
But since the World Actor ID is set to None (these debug print strings I added show) where as the child classes of World_Actor with an ID specified that you place in the world have the ID set to the ItemID and won’t trigger this.