Hi Here is the Equipper script, I have tried changing the Transform to see if it move to the correct location but didn't worked.
I have also tried doing this for the helmet and had the same kind of issue.
debug log for the helmet
Debug Item Info: 1 Elf Helmet (949308979) || ItemCollection Armor Equippable (None) || ItemStack(-194749696)[ 1 Elf Helmet (949308979) in ItemCollection Armor Equippable (None)]
With Definition "Elf Helmet" | Category "Helmet" | and Attributes:
Armour Value : 10
BuyPrice : Silver x3
SellPrice : Silver x2
Description : Armour Will Increase the Protection when taking damage
Game Icon : 3_Mail_head (UnityEngine.Sprite)
Icon : Helm_49 (UnityEngine.Sprite)
EquipmentPrefab : Elf_knight Helmet 1 (UnityEngine.GameObject)
UsableItemPrefab : Elf_knight Helmet 1 (UnityEngine.GameObject)
DropPrefab : Elf_knight Helmet 1 (UnityEngine.GameObject)
Attribute : 0
UnityEngine.Debug:Log (object)
Opsive.UltimateInventorySystem.ItemActions.DebugItemAction:InvokeActionInternal (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo,Opsive.UltimateInventorySystem.ItemActions.ItemUser) (at Assets/Character Controller/Opsive/UltimateInventorySystem/Scripts/ItemActions/DebugItemAction.cs:58)
Opsive.UltimateInventorySystem.ItemActions.ItemAction:InvokeAction (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo,Opsive.UltimateInventorySystem.ItemActions.ItemUser) (at Assets/Character Controller/Opsive/UltimateInventorySystem/Scripts/ItemActions/ItemAction.cs:97)
Opsive.UltimateInventorySystem.UI.Panels.ActionPanels.ItemActionPanel:InvokeActionInternal (int) (at Assets/Character Controller/Opsive/UltimateInventorySystem/Scripts/UI/Panels/ActionPanels/ItemActionPanel.cs:66)
Opsive.UltimateInventorySystem.UI.Panels.ActionPanels.ActionPanel`1<Opsive.UltimateInventorySystem.ItemActions.ItemAction>:InvokeAction (int) (at Assets/Character Controller/Opsive/UltimateInventorySystem/Scripts/UI/Panels/ActionPanels/ActionPanel.cs:119)
Opsive.UltimateInventorySystem.UI.Panels.ActionPanels.ActionPanel`1/<>c__DisplayClass13_0<Opsive.UltimateInventorySystem.ItemActions.ItemAction>:<OpenInternal>b__0 () (at Assets/Character Controller/Opsive/UltimateInventorySystem/Scripts/UI/Panels/ActionPanels/ActionPanel.cs:69)
Opsive.UltimateInventorySystem.UI.CompoundElements.ActionButton
ress () (at Assets/Character Controller/Opsive/UltimateInventorySystem/Scripts/UI/CompoundElements/ActionButton.cs:72)
Opsive.UltimateInventorySystem.UI.CompoundElements.ActionButton:OnPointerClick (UnityEngine.EventSystems.PointerEventData) (at Assets/Character Controller/Opsive/UltimateInventorySystem/Scripts/UI/CompoundElements/ActionButton.cs:123)
UnityEngine.EventSystems.EventSystem:Update () (at Library/PackageCache/
com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:377)
Shoulder Pad
Debug Item Info: 1 Elf Pauldron Armor (2102272908) || ItemCollection Armor Equippable (None) || ItemStack(-1910987008)[ 1 Elf Pauldron Armor (2102272908) in ItemCollection Armor Equippable (None)]
With Definition "Elf Pauldron Armor" | Category "Pauldron" | and Attributes:
Armour Value : 10
BuyPrice : Silver x3
SellPrice : Silver x2
Description : Armour Will Increase the Protection when taking damage
Game Icon : armor_icon (UnityEngine.Sprite)
Icon : 17_Leather_Shoulder (UnityEngine.Sprite)
EquipmentPrefab : Elf_knight Pauldron Armor 1 (UnityEngine.GameObject)
UsableItemPrefab : Elf_knight Pauldron Armor 1 (UnityEngine.GameObject)
DropPrefab : Elf_knight Pauldron Armor 1 (UnityEngine.GameObject)
UnityEngine.Debug:Log (object)
Opsive.UltimateInventorySystem.ItemActions.DebugItemAction:InvokeActionInternal (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo,Opsive.UltimateInventorySystem.ItemActions.ItemUser) (at Assets/Character Controller/Opsive/UltimateInventorySystem/Scripts/ItemActions/DebugItemAction.cs:58)
Opsive.UltimateInventorySystem.ItemActions.ItemAction:InvokeAction (Opsive.UltimateInventorySystem.Core.DataStructures.ItemInfo,Opsive.UltimateInventorySystem.ItemActions.ItemUser) (at Assets/Character Controller/Opsive/UltimateInventorySystem/Scripts/ItemActions/ItemAction.cs:97)
Opsive.UltimateInventorySystem.UI.Panels.ActionPanels.ItemActionPanel:InvokeActionInternal (int) (at Assets/Character Controller/Opsive/UltimateInventorySystem/Scripts/UI/Panels/ActionPanels/ItemActionPanel.cs:66)
Opsive.UltimateInventorySystem.UI.Panels.ActionPanels.ActionPanel`1<Opsive.UltimateInventorySystem.ItemActions.ItemAction>:InvokeAction (int) (at Assets/Character Controller/Opsive/UltimateInventorySystem/Scripts/UI/Panels/ActionPanels/ActionPanel.cs:119)
Opsive.UltimateInventorySystem.UI.Panels.ActionPanels.ActionPanel`1/<>c__DisplayClass13_0<Opsive.UltimateInventorySystem.ItemActions.ItemAction>:<OpenInternal>b__0 () (at Assets/Character Controller/Opsive/UltimateInventorySystem/Scripts/UI/Panels/ActionPanels/ActionPanel.cs:69)
Opsive.UltimateInventorySystem.UI.CompoundElements.ActionButton
ress () (at Assets/Character Controller/Opsive/UltimateInventorySystem/Scripts/UI/CompoundElements/ActionButton.cs:72)
Opsive.UltimateInventorySystem.UI.CompoundElements.ActionButton:OnPointerClick (UnityEngine.EventSystems.PointerEventData) (at Assets/Character Controller/Opsive/UltimateInventorySystem/Scripts/UI/CompoundElements/ActionButton.cs:123)
UnityEngine.EventSystems.EventSystem:Update () (at Library/PackageCache/
com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:377)