Action RPG Inventory System

I think I’ve found a bug in InventoryManagerComponent::LoadInventory. The description states: “Client: Creates The Players Inventory UI (Or Rebuilds If Already Loaded)”. However I’ve noticed that if you make a call to this function (say bind it to a key to call it) then the character’s inventory panel will never work again. It will blank out all items in inventory (equipped items are fine) and you will never be able to drag anyting else into the inventory. It just disapears.

This is odd because looking at the code it looks perfectly fine. Clear grid panel children and then add new ones. I’m wondering if there is something else going on.

As stated above in #801 I need to switch possession from different chars and see their inventories. I was hoping that calling the LoadInventory each time I switch would update the UI with correct number of inventory slots, but it seems to kill the functionality. If I am doing this wrong please advise. I’m experienced with BP but just getting used to the inventory system.