Hi,
I’ve dealt with this issue before, to be honest I haven’t decided on what is “best” and I’ve seen people using different approaches.
For player inventory I decided to split the items into multiple blueprints, one for in-world the other for in-inventory. This does build up to a lot of blueprints in the basic implementation, but you would probably end up using a DataTable once your item size grows beyond just a few.
Here is how I did my inventory system: http://www.tomlooman.com/tutorial-basic-inventory-system-in-blueprint/
I’d say this isn’t perfect and I might make adjustments as the system expands (for example DataTables would have a big effect on this system and keeps number of unique BPs to a minimum)
More info on datatables: