I have a structure for storing inventory items. I’m trying to use an interface so I can use/drop/destroy items depending on item context. However, attempting to ‘use’ any of the items results in failure.
Could anyone please point me in the right direction?
Long story short, the object being picked up and added to the inventory was not getting there correctly. Instead I have changed it so that the ‘InventoryStructure’ contains the picked up Item Class, not the original actor. So when ‘using’ an item, I’m just having it create a new actor from the class and using/destroying that one.
Feels like a bandage rather than a real solution but it seems to work just fine.