OK, about drawing meshes on HUDs, here is how it works:
The RenderOverlays(...) function in the weapons class positions the weapon in the location where you see it. All that the DrawActor(...) function does is it makes the weapon mesh visible to the player who's canvas calls it (by default its hidden), so all you have to do to have your inventory item get drawn on the HUD is position it in front of the players "eyes" (making sure to make it really close to the viewport/"eyes" and small so that it doesnt intersect with geometry and other actors) and do the DrawActor(...) thing. If you're having trouble positioning it, just copy the RenderOverlays(...) code over from the weapon class. If you're still having trouble, get more pizza, soda, and whatever else helps you think. And no, I'm not just saying that because of my name.
[EDIT]
Oh, and now I have a question for you: how did you do that laser? Is it just a bunch of little actors in a line? Are they sprites or meshes? I've been trying for a while to figure out the best way of making lines in UT... thought I might add your technique to my collection
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[EDIT]
Oh, and about that rotator-between-2-vectors... Some people really need to start thinking A LOT LESS. I was reading the thread and wondering when someone would finally figure out the obvious...
Eater.