`SCR_InventoryStorageManagerComponent.OnItemAdded()` dereferences `m_Storage` without a null check, but `m_Storage` is only ever assigned when the owner entity carries a `CharacterInventoryStorageComponent`. On any other owner (an ammo box, crate, or scripted container using this manager), the callback throws a NULL-pointer VME the moment an item lands.
## Steps to reproduce
1. Place `SCR_InventoryStorageManagerComponent` on a non-character entity that has storage (e.g. an ammo-box prefab).
2. Insert an item through the manager from script (e.g. `TryInsertItem`) or any path that completes an insert.
3. The engine invokes `OnItemAdded` → NULL pointer on `m_Storage.GetWeaponStorage()`.
Seen live: stocking box inventories through the box's own manager during game-mode init throws `NULL pointer` in this callback on every insert.