The system can definitely be integrated to work with an inventory system. The misc int and misc float arrays in the save game objects can be accessed from any blueprint by referencing the Morph Load actor and getting the save game objects from it. So for instance when you changed what gear was equipped in the inventory, the inventory script could reference those arrays and change the associated element for the equipped slot to match what is equipped. Swapping the meshes based on what is equipped and keeping track of it in the save game objects would be easy to do with this system. In fact in the menu blueprints there’s functions that you could copy to an inventory blueprint that are already setup for changing a specific element in the misc int and misc float arrays.
The part that would take time to write up would be how the inventory worked. There’s a lot of different styles of inventory systems. There’s one slot style like you see in many MMo games, there’s grid based like you’d see in the old XCom games, then there’s simple list based inventories like in Skyrim. The Character Customizer system is so broad that it can handle any kind of customizable character model and that’s what I was shooting for. This system is meant to be universally applicable to any type of game. An inventory system would have to be a separate package because it narrows down the spectrum to a specific style of inventory. I’ll have to think about it.