Action RPG Inventory System

The ‘None’ means that the PlayerInventory reference used by the InventoryManagerComponent is NULL and not set.
This reference should be set when your Player Controller initializes the Inventory System to your Player’s InventoryComponent (EquipmentInventoryComponent)
You can see how this is setup in the original Demo content in this screenshot.

Also in 4.11+ please make sure in your Project Settings you have the correct Global Default Server Game Mode setup.
You can see where to set the Server Default Map and Game Mode in this screenshot.

If all that is fine, I think what could also be causing the issue is Event BeginPlay. Event BeginPlay is not very multiplayer friendly and in the InventorySystem I added a delay to give the server time to replicate to the client before initializing components. This was a simple fix to avoid over complicating things by adding in a Game State Management Framework which is way out of scope for an Inventory System.

For now increase the delay to give the server more time to load in the client before trying to initialize components during Event BeginPlay.
Create a proper loading/management system for your clients using the Game Mode class and overriding events like OnPostLogin, OnRestart Player, etc… (In the Western Multiplayer Shootout example Epic provides an example of setting this up) and replace using Event BeginPlay with your own Custom Event for initializing YourPlayerController.