How to create TSubobjectPtr of a blueprint class

Hm, i don’t know how your inventory is structured.
I got an inventory myself. Its made of a few Arrays in the Character Blueprint.
An Array of a Struct that stores all information of an Item.
An Array of Class Type to manualy store all ItemBlueprints and spawn them.
An Array to store the Index of the Class Type Array. Thats the main Inventory.
And an Array to store the StackCount of the Items.

Class Array got for example:

[0] Stone
[1] Stick
[2] Chair

The third array(Inventory)got a stone at the second slot and a chair and the 5th for example.
So i save it this way:

[0] Empty
[1] 0
[2] Empty
[3] Empty
[5] 2

later i can just say i want to spawn the Item in of the second slot and with the Number in this i can get the matching BlueprintClass.

I don’t know if this helps you restructuring your Inventory system or is completely useless information.

I guess making a pointer to your inventory would work too :X