So I am creating an inventory system, based on Ryan Laley’s design on YouTube - would recommend.
But my alterations have led me into a brick wall. Essentially, the RemoveFromInventory function is designed to only read off of one array - the equipment array that stores the player’s inventory. This is great if you only have one array for the player to store. I have two.
Initially, I had to find a way for the inventory slots themselves to understand what array they are actually apart of. That’s done. Now, however, I convey that information into a pop-up action menu when hitting the drop item button.
I’ve got the ArrayID but have no idea how to bridge the gap on the “On Clicked” event in the action menu. I’ll try and provide as much context as I can.
Image 1: The inventory slot is able to print the ArrayID for the array that its currently in.
Image 2: The blueprint to run to the ServerRemove function that is set on the InventorySystem ActorComponent. This is the bridge that I need to gap. Getting the ArrayID from the slot to the button.
What I’ve tried:
I’ve tried casting to the InventorySlot itself using get actors of class - the cast fails and prints nothing.
I’ve tried adding a variable with the InventorySlot as the variabletype, the return print is just “None” so the ArrayID hasn’t been sent through.
I’ve seen people say that you need to “get HUD” but I don’t think it applies to this case as the slots aren’t technically applied to the HUD? I’m not sure.
I appreciate any and all feedback, thank you!

