Action RPG Inventory System

So, I’ve gotten the inventory connected through a socket server to my db and I can send and receive the inventory from the db.

My current problem is that I have not been able to figure out how to display the loaded inventory in the UI.

Though I originally had the socket and packet functions and variables in my playercontroller, I moved all of them to the IMC, but this produced no different result. My original intent was to leave the IMC as pristine as possible and add my own code in other places. I also tried to create a child class of the IMC and place my additions there, but that would not work as the IMC would need to call functions in the child class. (Edit: just realized that I can override the IMC functions in the childclass so that I can make my additions and everything should play nice. Once I get everthing working properly, I may back up and switch everything over.)

I have tried: RefreshInventorySlots, Server_RefreshInventorySlots, Client_LoadInventory (both in my PlayerController and in the IMC)

None of these worked because the InventoryUI variable returns None. The Inventory UI functions properly otherwise (at least in single player – I have introduced a multiplayer bug somewhere that I haven’t sought out yet.)

I do not call the load from db function until after the InitializePlayer function in the InventoryPlayerController is called, which should init the InventoryUI variable through the InitializeInventoryManagerUI function (which only sets the InventoryUI variable.)

I can pick up another item and swap it to another slot and cause the loaded items to appear when they are swapped to the new slot.

Does anyone have any suggestions?