Any progress on this question? I too am trying to figure out an inventory system where the item drops can have random stats or even increased stats with player interactions like crafting or leveling.
Off the top of my head this of this not practical way of doing it. I can fathom making Save Game Slots for each item in an Object Array. When an item is sent to an inventory array it saves the stats to a Save Game Slot. A Chestplate for example checks to see if Chestplate slot exists, if that save slot name already exists append 1…2…3, loop until a unique save name is found. Then when that Object is called that Object somehow calls the save slot at Begin Play to load the unique Stats. When the Object is deleted from the Array it also deletes the Save Slot.
It would probably be best if the Object index matches the save slot index…make an array of save games if that’s even possible… just my first thought on this