Go to the BP_EquipmentInventory and create a new variable called UseRandomStartingWeapons and set it to a Boolean and tick Instance Editable.
Next create a new variable called RandomStartingPrimaryWeapons and set it to a S_StartingWeaponItem and tick Instance Editable.
Next create a new variable called RandomStartingSecondaryWeapons and set it to a S_StartingWeaponItem and tick Instance Editable.
Now create a new function called ApplyRandomWeapons and add a new input called TargetArray and set it to S_StartingWeaponItem.
Now create another input, call it WeaponSlot and set its type to E_WeaponSlots then compile.
Then create a new local variable called IndexL and set it to Integer and copy the image below.

Next create another function called RandomStartingWeapons and copy the image below.

Add the highlighted nodes shown in the image below, location at the top of the image.
