Ok, so one blueprint is totally possible. When it gets placed in the scene, or spawned, it decides what sort of pickup it is, sets the mesh, and reads the appropriate data table entries. The info data always stays in the table. When you view something in the inventory, the relevant row is just shown to you in a widget.
When you ‘pickup’, it can spawn another copy somewhere else in the level and destroy itself, add itself to the inventory etc.
Using something from the inventory is a separate issue here.
I can help with the mesh / spawning etc. A bit with data tables ( don’t really use them ).
As far as inventory goes, there’s a lot of good stuff in the free section of the market, and many tutorials on youtube.