Marketplace Content - What would you like to see from the community?

[=“NilsonLima, post:634, topic:8576”]

You would create a blueprint class derived from Character class and put all stuff there, then should change their character class of choice to point to the new class instead. It will not break any compatibility along.
[/]

Yeah, that’s the most sensible option.

You could also completely separate the inventory functionality from the character classes all together, and to just have an Inventory class instead. That way, you could have several inventories per character if you wanted to, plus, other objects (NPCs, banks, player trading functionality, etc) could use the same inventory functionality.

I don’t know why you would ever tie kind of functionality to another class (like the first person character class), it would only give you limitations, without providing any benefit?

Thing is though, changing now would break backwards compatibility. Not certain if your users are fine with that. Otherwise moving the inventory functionality over to the character class would be the best thing to do.