Item Structure Logic for an MMORPG+

Also, the way I go to split all items into 6 types is the best way?
Because in my opinion I can better handle and stream in/out what they players need to know in replication.
First of all, buildings are the most important things because you can see them in the distance. Also, there is no need to replicate crafting items (for an example). If you move closer to the city and move into an inn, the game can now load all other stuff. This can save network traffic. The idea of Object Container Streaming.

Have seen other games, they did all items in a MasterActor type, but in multiplayer with more players they get high issues with performance problems and lags.

As you allready said, if there is a problem in the MasterActor reference, they problem is in every other place. If you split this into 6 structs, you have 5 problems less… I hope you understand what I mean.

This is why I want to do this step now, to avoid problems in the future development.

Another example is the “MasterItemCreature” of creatures, also all creatures in the world (players, NPCs, etc.) It makes no sense in my opinion to have a building actor (for example), containing pawn variables, etc.