Inventory/Weapon Items Set up. Best practice/idea?

I’m setting a basic struct in the itemBP … Item ID, Item Type, Sub Type. This gets filled out in the wepsk_m416 class … (M416, Weapon, AR).

The actor on ground (item) has a collision. On begin overlap I cast to the player class and I pass the actor and the struct data via event to the player class. The character event (INVSYS Pickup) uses the struct data and switches to route for casting.

Item Type (weapon) -> Event/Function for weapon item handling -> Sub type (AR) … lots of weapons. This just breaks it down in to an easy to use/read structure. -> Then on to Item ID.

Item ID == M416 -> cast to WepSK_M416 … now you have the entire structure/data from ItemBP -> weapon BP -> wepsk_m416

I’ll post picks and a little vid tomorrow … later today (saturday).