Dug into trying to understand event dispatchers so I could use them for contextual item use.
Successfully set up logic for grabbing the knife with my select system and "storing" (deleting atm) it with said dispatchers - but haven't connected exactly how to separate the pick up dispatch from every other instance of said item. (Right now grabbing one knife, grabs all of them)
I'm sure I'll work it out when less tired, just hoping it'll be more elegant of a solution than checking every individual item tag every time.
UE5 First person dishonored-like stealth navigation and combat.
Round out basic mechanics and systems to then build a robust and polished level design to play around it.