Do I need a way to make the structures dynamic so each array is assigned to each backpack? or can they share from a large item struct… Assuming your talkin about the itemDT/structs - but how could they update on the server?
The bag would need to make its stucts when spawned in the world right?, would it need to create a “copy struct” on the server to check with?
Im just thinking out aloud there… let me know if im worng/can improve any of that.
So going back back to your comment, do you mean inventory DTs and Structs… or do you mean essentially the widget structure?
Thanks for replying.
Bonus question while looking at my master blueprint; Instead of a backpack_master, Greenshirt_master, blue_blueshirt_master etc… (all the gears that populate with slots)… I would be able to refactor the gear pickups/equipment into one"GearContainer_Master" right? and associate a DT and enum to that to select the mesh and its “structure”?
Is a GearContainerMaster the right way to go about my problem instead of 100 masters for 100 meshes with different slots…? - as in, is this acheivable from just one master blueprint (or is it more complex?)