Ill try to explain how my logic works a bit more to try to help, I set the items durability inside the items actor then pass it back to the inventory now this probably isn’t the best way, to save on bandwidth you mite only want to update it in the inventory when you open it, As you can actually see the Durability on my items i need to update it to display the current Durability, but as i removed the default hotbar i made my own which is a extension of the characters inventory, I also removed the main-hand slot and inside the equipment inventory component i do a on-rep of the selected item rather than than a on-rep of the main-hand skeletal mesh.
I added a Inventory Slot variable to the item so i can return the slot number to locate the item in the characters inventory, inside the item actor when its spawned it the i can cast the update the item directly using the Inventory Slot variable, the equipment slots are only used to restrict items to a slot but you could make a simple function to return the inventory item slot using them seeing each type is limited to a inventory slot, but for my type of inventory this wont work as the equipped item can be in a number of slots.
Its no problem i don’t mind helping people willing to learn :).