The above post seems to fit your dilemma, as far as the disappearing text goes. I could be wrong.
https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1gZalvQWYs8sc7RP_-8eSr3i/
Is this the tutorial to which you are referring? I haven’t the time to go through the videos, atm. If we don’t find a solution in the meantime, feel free to upload your project (or just the blueprints, if the project is too big) and I can check it out when it downloads.
At the risk of sounding like a smartass, here are some search results, in case my answers aren’t helpful.
Alright, looking at the screenshot, I deduce this is the blueprint for the inventory. From your video, it would appear that the slots are being properly removed. That aside, what are the key differences between your first editor-spawned item and the one at the very end of the video? Can you show both properties, side by side? More specifically, will either of them work just the same as the other if that box is the first one you picked up when first starting the simulation?
I would say there’s an overall mismanagement of the memory slots and the way the actors are spawned. Could you show me the screenshots of the blueprints for the three nodes shown?
Yes, if you’re controlling the boxes using their own blueprints, you could be having an issue with them using the wrong instance’s events. I would suggest that all item management be done in a separate component, whether that’s the player controller managing the dropping of the item (risky in multi-player), or having a component that is referenced by a more global blueprint to detect if a player has come into contact with an item, spawning the item, etc. Personally, I have dynamic worlds so I have the game mode control the subcomponents. But, let’s just worry about functionality, for now.