Creating an inventory and adding a default gun

Back in the editor once more, we can work on the two remaining pieces needed to get back to the level of weapon functionality we began with, while having abstracted out the functionality to the new class: a rudimentary inventory system, and an actual blueprint instance of a weapon like the one we just removed from our MasteringCharacter class.

First, let's add the new MasteringWeapon to the Content Browser. Right-click in the browser's main window again and select Blueprint Class:

Much like when we are creating a new C++ class, here, we need to click the All Classes flyout at the bottom and search ...

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