Hi ubailey
Once again the scene you sent me has scripts missing and errors unrelated to your issue. The next time you sent us your package please make sure to enter play mode in your scene and test it such that it reproduces just the error you are having in your project.
After fixing some of the unrelated problems with your package, I was able to see an error messge which seems related to your problem.
"Error: Unable to initialize Body31(Clone). Ensure the weapon has a collider."
You said you had setup the colliders, but that doesn't seem to be the case. I see you've set some Colliders ID on your Melee Weapon properties
But that ID is nowhere to be found on your character hierarchy. You need to add a Collider on your character and add an Object Identifier component with a matching ID. For example I added this one:
Also the IDs must be Unique, so we recommend you use IDs with more numbers. Usually IDs 1-100 are already taken for certain abilities in the system. So for body Item we recommend you use something similar to what we use in the demo scene "2101", "2102", etc...
Another problem I found is that you have the Body Item equipped twice
In the documentation I explain clearly that your Item Set Rules must be exclusive to avoid this. Here you get two Body Item Sets because Item Set Rule 0 and Item Set Rule 1 are both creating a body Item Set. That's because Body inherits both the Equippable and the Body ItemCategory.
Change the Item Set Rule 0 category to something more precise such as Weapon, or Blade or Shootable Weapon, etc..
Additionally when using an item its good practice to set the ID of the slot your input will use. In your case you want to use slot 0 with click to attack.
Then I tested your scene and saw that the character was stuck in the equipping state. The item ability was always active
Looking at the body Item I saw you were waiting for an animation event that does not exist. Here I changed it such that it doesn't wait.
If you refer to the Body Item Prefab in the demo scene you'll see that that's how it is setup.
And that seems to fix your issue and the character can attack.
When debugging something that goes wrong you should always check the abilities and the animator to see if the character is stuck somewhere waiting for an event.
Always compare your prefabs with the ones from the demo scene to see what are the differences. We recommend you have a seperate Unity project with only the Opsive packages installed such that you can refer to it and put side by side when you have a problem.
I hope this explanation and guide on how I debugged your issue and fixed will help you fix your bugs on your own such that you do not have to wait for us to fix your project.