Where does this custom inventory data "live" at runtime?

But again, if you use structs to define an “item” then how does a level designer, in the editor, make different types of items and define their properties? That is the part I don’t understand. With Actors – or in my case i’m trying it with ActorComponents – the designers in the editor can make a BP from it and set its properties. If I instead made my items simple structs, how would the designers then work with them?