Hi Ben, after watching your video I can see how you got confused, I was a bit vague on the method but I wasn’t really sure how much i needed to specifically word out but now I have a much better idea. First and foremost I am using version 4.6 but im pretty sure that bind = assign. Not sure what the difference is but i have seen it be both in different projects of mine and still function the same way so don’t worry about that. The Picked Up function you saw was my Add Inventory equivalent. My check inventory fucntion is the same as yours, have a look after you posted "zakman186, here’s the check inventory: ". Its exactly the same as yours. Also look closely at the Check Inventory node in my Light BP. It isn’t the Blueprint interface node, its directly referenced to MyCharacter. At this point that wont solve the problem because that node isn’t even being executed but will have to be changed. All in all, it looks like you have done it just right. The problem looks to me that the overlap events aren’t firing on the vial. That could be because one or both of the colliding shapes (your character and your collision shape on the vial) might not be generating events, and if they are check the collision settings on your pawn blueprint (MyPlayerCharacter):
Your light vial:
and your light:
Now as for the failed cast the only thing i can think of is you havent set your desired pawn (MyPlayerCharacter) in the GameMode blueprint. I think its possible that you are using a different pawn. Ever since they added the override capability for the GameMode its pretty easy to accidentally select the override instead of the main. Double check that the pawn you are using is MyPlayerCharacter. If there are other possible reasons as to why the cast is failing, i am unaware of them.