There are a few different ways to tackle this problem. The Shooter Game example provides this functionality. I also implemented this in the game I’m working on, using a TArray for the inventory(because TMap isn’t replicated
) and creating slots, like in HL2, CS:GO, etc. I defined a maximum number of “slots” and a maximum number of spaces per slot, and then I have the weapon blueprint specify what slot and what order in the slot it wants.
You can find the source code here: NimMod/Source/NimMod at master · Nimgoble/NimMod · GitHub
It’s in NimModCharacter.h/.cpp.