Thats a point , well right now im sort of stumped on what direction i should head on with the item system
I initially Just created blueprints of my items and on its graph i linked some helper functions from c++ (OnItemUsed, OnItemDropped ) etc So rather than create all the functionality per item in code i could just extend it on the item blueprint
The issue was that, once i picked a item, added it to the inventory and destroyed the physical version the blueprint would sort of “deactivate” And no matter what it wouldnt be active again, i was told that i should just hide the Visible/Graphical components instead of destroy but what if i have lets say 500 items in my scene?, i would end up with 500 non-visible but still there blueprints of different items