The only reason the item would be spawning under the ground to start with, would be because the Random drop location is probably isn’t getting the right actors location, and why are breaking the transform inside the function? you can just adjust the location within the Randomize Drop Location Function using the “Drop At Our Feet location”
@exphrasis
When you get more in-depth you can do some think like this create a new structure to hold your data your passing to the world item then update the item to store the passed data.
Now if you place items in the world your data will be set to whats in the items blueprint is rather than the item table for the following variables, you can add a check if you wish to use that data still or you can also add random stats for placed items to, what i did was create the random stats function in my blueprints library, the item list in my game will have the highest grade items so when you do weapon spawning you can spawn the best version of that item, when the world generated items will be random.