Next, we can move on to populating the equipment screen. To do this, we first need to create a weapon button similar to the item button that we created previously. This weapon button will house all the logic that will be performed when the user presses the weapon button. Since the weapon button will be similar to the item button in a lot of ways, we can duplicate the item button and modify it to fit the weapon parameters. So, go to the Item Widget Blueprint by navigating to Content Browser | Blueprints | UI, and duplicate the Item Widget Blueprint:
Then, rename it Weapon, as shown in the following screenshot:
We can now open the Weapon Widget Blueprint and navigate to the Event Graph. Here, you will see an exact copy of the Item Widget Blueprint logic, and since the logic for equipping weapons will be similar to using items, we can just modify the Event Graph to fit it with what we want to happen when the user presses the weapon button.