Inventory System Save System - One Object Spawns on Play After Being Destroyed

So it looks like the inventory component was removed from the controller so that’s why it came back null. I recall in the inventory system tutorial, every time there was a reference drawn to another blueprint’s inventory system component, he would draw it from the player character. I’m getting an error in the Item Data Component Blueprint

, I can’t pick items up either- and I think it may have to do with the fact that the player character’s component isn’t being set, but the controller’s is. So the code is split between referencing one or the other. I’m not sure. Here’s the error. I’ll change all of the references to the controller (?) and see if that helps.

Blueprint Runtime Error: "Accessed None trying to read property K2Node_Event_PlayerCharacter". Node:  Branch Graph:  IsValid Function:  Execute Ubergraph C Item Data Component Blueprint:  C_ItemDataComponent

The error goes away if I use the controller’s component, and I can pick up items now, but this part is still happening

when I open the inventory, and I’m able to move around while the inventory is open which isn’t meant to happen

And nothing shoes up in the inventory either.