This works fine, so it shouldn’t be a problem of the UInventory Component. But this is not what I want. I create the InventoryComponent in a Blueprint derived from the Actor.
Here are a two test cases that don’t work:
I’m calling everything from BeginPlay() which is called after the Components Initialise, so I really can’t find my mistake here. Hope anybody can help me.
Not sure if I understand you right, but I don’t create the Component in c++, so I don’t have a pointer.
The createDefaultSubObject was just for testing purpose. I create the Component in the blueprint derived from the actor.
While writing the hierarchy I noticed that i F-ed something up
So seems like it is working now, but still at some point my engine crashes. Will try to figure out why it crashes and if it is related to my problem here.
Tried to reply yesterday twice but Epic didn’t let me.
While writing the hierarchy I noticed that I ■■■■■■ something up, now it’s working , so thanks for the idea