@aWinter There’s a few elements to the process i’m afraid aWinter. Working with epic as fast as i can. Had some strange issues when i was packing the files for the market place but that’s all in the past now.
I had some files corrupt and had to do a rollback (bless source control) and redesign the tag and backpack system,
however this gave way to some new thinking about implementation creating a New feature, or rather an extension of the tag system. Instead of an array of Names for persistent data now there is a struct called Attributes.
How does Attributes work?
The default values in the struct are Tags (works like old tags), Value, Weight- however this can be extended to whatever you like. For instance in my own game i have a nested Struct called Statmod, and it holds a few Ints that represent character attribute points (CRPG style) and how it modify the characters strength, dex, con etc whenever you equip the item. Whats good about having this system inside the attributes struct is it is persistent to that instanced item rather then the items class,
Example
So- i can generate a dagger from my dagger class, but i can randomly assign its attributes when it is spawned effectively creating a random loot system. I’m really excited about the potential for this, and i think a system like this could tie in really well with what Rotru was suggesting before.