YES! I am sorry the video tutorials aren’t out yet. The tutorial level that epic wanted from us has taken longer than expected.
Right now there are three types of holster, Primary, Secondary, and Melee. These are designated by Actor Tags and tell the system what holster can take what item. In 1.0.1 only bows and firearms can be holstered. In 1.0.2 any object that is a child of BP_BasicSkeletalMeshPickup and BP_BasicFirearmPickup can be holstered. This means as long as your new object types extend from those two pickup classes they will be holsterable.
All these pickup classes do is handle pickup by the way and set basic hierarchy.
I am looking for feedback on the holstering system and the inventory. Do yall want a sort of general holster for items? I have been thinking of ways to do this, maybe some sort of grid based UI inventory for basic items like keys, food stuffs, etc?