This is really neat… so with your method, is the player inventory just a TList<AItemClass*>? How do you handle serializing the items? With a struct it seems like you could just save the TList<MyStruct>, but making items physical actors in the world seems like it would complicate it.
This might be getting pretty abstract, but do you happen to know how much more memory (if any) storing items in Actor subclasses instead of Structs consumes? That’s the only concern I can see with this method, but I have no idea what the footprint of AActors is like compared to structs.