Hey,
At 7:05 we check to see if the active slot has an InventorySlot component, and we subsequently null the CurrentActiveWeapon and return early if it doesn’t.
Would this if statement ever trigger? Even when the player presses 4 or 5, the active slots would have an InventorySlot component, even if they were empty? Or am I missing something?
You can just add .GetWeaponInfo() onto the end if this is an issue, though.