No, you misunderstood. the “Items” are actually just a struct with a type enum and a stack count. The item properties are defined in the gamemode. So The player is just transferring an enum into his inventory. The HUD then reads out the icons from the gamemode and draws them in a grid. Now this grid has several “instance-specific” variables. It has a dynamic material instance, a scroll position, max size etc. Instead of storing each of those values for EACH AND EVERY item grid the HUD MAY draw, I would like to have an “Item Grid” “Class” which stores these values internally, and also either offers the “Draw” method, or allows modification of these values during runtime. A Blueprint Structure CAN actually store values like this, but if does not support functions and values can not be edited (You have to create a new struct object with modified values each time).
Edit: I basically wanna do Either MyGrid.Draw(items) or DrawGrid(MyGrid, items); While MyGrid contains the relevant data.