why when I add an item actor class to the class does the actor spawn lose the item data input?
I am trying to drop an item with the items inventory structure information, but i can seem to figure out how to drop it using a specific actor?
why cant I override the item class without losing the item data pin input?
when i link the class to the item mesh variable it spawn the correct mesh but with default structure data, but when i disconnect the mesh and connect the item data it spawns with correct data but wrong mesh?
do I have to make a check before to see which actor class I want to drop and do a spawn based on teh branch check?
Seems like overkill if I have 100+ different items?
I could make a function for the checks but thats a lot of checks…