Sure, items you spawn in the world are ‘pickups’. And for that you’d definetely want to use an Actor class. But I was referring to items you ‘store’ on the character, like after you’ve interacted with some pickup. You don’t want this whole pickup anymore, you only want its class and runtime properties, like quantity and etc. So for that you’re better off having a struct with several fields to hold just the information you might need in the future (when you decide to drop it or save to some persistent storage in a database).