Drag N Drop Inventory Pickup Problem

I’m having some issues with this same tutorial and can’t find anyone else who has the same issue as me. I detail it here: Accessed None Error from Epic Inventory Tutorial - Blueprint - Unreal Engine Forums

It looks like my ControllerReference isn’t properly being called, but I don’t know how to fix it as I’ve followed the video to a T as far as I can tell. Would love some help, it’s driving me bonkers and I know it’s because I did something stupid somewhere along the line.

EDIT: My fault! I solved it. I never set my default PlayerController to be my custom player controller. This is done in the Gamemode blueprint.

Now to figure out why my images aren’t swapping properly!

If I may make a request for the updated tutorial:
Can you use a 2D grid inventory with variable item sizes (e.g. an item fills 2X2 squares instead of one) as the example, instead of a 1D list? It seems like there’s no useful information on this type of inventory in UMG. I’ve seen a grand total of one example for this, and it was an entire UI system that one can buy on the marketplace, instead of a tutorial.
I like watching the streams, in part, for the small tricks that are shown off as a side effect of the build process. And, well, everyone does 1D inventory tutorials (or 2D with uniform grids in a few exceptional cases), so seeing some non-uniform 2D grid would be kinda nice. I would really like to see how you guys approach this type of UI in UMG, if it doesn’t break the scope of a stream.

Personally, I’ve been at it for weeks and now almost have a working system. But, in the end, I discarded most aspects of UMG and just threw my widgets at a blank canvas with custom translation offsets, which I feel is not the way to go. I will probably do a tutorial on it at the end, just so that there’s something for people who want to do the same thing out there, but I wonder if there’s a less hacky approach.

Found an issue with this in 4.13.1, for my project i decided to omit the widget drag functionality, however when i set up the “onDrop” code inside the HUD, it always seems to fire. I am unable to move items from my inventory to my action bar because the “onDrop” in the HUD removes the item from my inventory and action bar all the time. There seems to be no differentiation of when an item is being dragged to the action bar and when it is being dragged into space. The HUD “onDrop” seems to be firing on every drag and drop event.

hi i am trying to do this inventory and when I drop an item it only drops the first item and also it doesn’t drop the item in the world.

Please slmeoso let me know if this can work with 4.20?