I assume you have already seen that there is a chest in the UCC/UIS integration but that's not the behavior you wish for.
By default an item added to the character inventory will automatically be equipped. You should be able to change that by finding your Ultimate Character Locomotion script, under the Item abilities -> Equip Unequip -> AutoEquip, set Nothing:
If you do so, you should be able to interact with the chest and add the sword in your inventory to be equipped later.
If that's still not what you want, and instead want to animate your character taking the sword out of the of chest, then the UIS chest component won't be much use to you.
The best solution for you would be to use the UCC interact ability with a custom interaction :
https://opsive.com/support/document...bilities/detect-object-ability-base/interact/
This way you may interact with the chest and start an animation that opens the chest and makes the character pick it up. Then through code you may add the sword to the inventory once the animation finishes.
Later if you end up wanting to pickup other type of items from your chest (other than a sword). You could use some animation IK (with animation rigging or with Final IK) to grab the correct spot on the item during the animation. Or go with a less realistic pickup animation that could fit any item shape or form (like in zelda games for example)
Another option, although probably overkill for your use case, would be to create your own custom ability
Check out the documentation for creating a custom ability here:
https://opsive.com/support/document...r-controller/character/abilities/new-ability/
Of course it requires some custom code.
I hope that answers your questions, and I'd love to see the result once you've implemented it so make sure to let us know how it goes!