Concept of actors with with separate inventories

The image shown is an inventory component and to correct myself the widgets don’t call the shown initialize function. Theirs is to construct and create the slots setting them into specific rows for the widget. They call respective custom Get_Inventory functions in inventory component. You can see in the image that function is run on begin play for the inventory component. It is also run directly under the player characters inventory initialization.

Do I need to separate this and make it into a function I can call whenever a new fireplace is constructed? This would still only be one though I’m wondering how to create a new one each time in inventory component. From what I’m gathering I need to have the array inside the fireplace actor BP? Bare with me if this is not exactly correct.

Thank you for your help so far, I’m trying to actually understand this. I feel like its setup like you are saying and of course it will always pull the same data from the one array. For the player character, this is fine but not for object inventories.

(Had to cut in half) This is for HUD

The fireplace BP does not have inventory component added through upper right box but I am still calling the inventory component which has functions to add and subtract from inventory. In this area mainly am checking the inventory component and slots to see if they are of a certain type.