Action RPG Inventory System

The Item Amount set in your World_Actor child blueprint should be the amount you pickup, I’ll test that again to make sure it’s not a bug.

Also for the Multiplayer TopDown Kit mouse select.
Both systems use the same UsableInterface so they have very similar logic in the PlayerController for the functions OnActorUsed(), GetUsableActor(), GetUsableActorFocus().
The biggest difference in the MPTopDownKit is that we have setup a new TraceChannel called Clickable. This allows us to cast from the Mouse cursor (Look at the Unreal TopDown Project for a simple example of click to move) and only hit things we set to be clickable. Then we check to make sure the actor we hit implements the UsableInterface which lets us know that this item has the function OnUsed() (just like we do in the Inventory System).