That’s a null pointer crash. Likely your AddItemToInventoryByID is accessing a nullptr. If you’re using that code in the tutorial, I’d change it to this:
bool AInventoryController::AddItemToInventoryByID(FName ID)
{
**if (AInventoryGameState* GameState = Cast<AInventoryGameState>(GetWorld()->GetGameState()))**
{
UDataTable* ItemTable = GameState->GetItemDB();
FInventoryItem* ItemToAdd = ItemTable->FindRow<FInventoryItem>(ID, "");
if (ItemToAdd)
{
// If a Slot- or WeightLimit are not needed remove them in this line
if (Inventory.Num() < InventorySlotLimit && GetInventoryWeight() + ItemToAdd->Weight <= InventoryWeightLimit)
{
Inventory.Add(*ItemToAdd);
ReloadInventory();
return true;
}
}
}
return false;
}
Likely whatever gamemode your level is using, isn’t the one you expect.