Based off the pictures alone, middle mouse button does nothing, so that parts “solved” already
But as far as the deletion/drop item it looks like you don’t have a create static mesh node before it gets deleted
Anytime you pickup the object should be deleted then represented in inventory
Anytime you drop the opposite applies, you create a mesh/object and then subtract it from inventory
This DataAsset Video and This Inventory Video may help if you can understand what’s going on, inventory is a tad more complex than it seems on the surface
When you use the destroy actor node, nothing else will happen after that, ex destroy actor, spawn actor ( spawn actor will never fire as it needs to be before the destroy actor )
So what i’d do is:
“HeldItem” > “isvalid” ( meaning you have an item in hand ) > “spawnactor” ( at this point it dosen’t matter if you just override it with the next item as you’ve dropped it on the ground ) > set mesh
This will work for single item inventory but i’d work on understanding the two videos i linked or play around with data assets in some other way as There’s tons of okay and Very similar to what you may be wanting to do methods
Sorry this isn’t an exact answer but it should at least lead you in the right direction and give some idea