The inventory is a component of FirstPersonBlueprint.
The game doesn’t use a dedicated server, so the “server” is also running the game. i.e. it has is running the game client code too, with an instance of the FirstPersonBlue Print and an inventory component.
So just did a little test - where by the a routine would list inventory items and would run only on the server.
This routine ONLY lists whatever inventory the player character on the server owns.
This proves there isn’t a copy of everyone’s inventory on the server, only the players inventory that happens to be running on the server.
SO if I want everone’s inventory to be on the server - I’ll have to put inventory in game state ? and add an inventory component when a player joins ?