unity – Argument 2: cannot convert from ‘UltimateSurvival.ItemProperty.Value’ to ‘int’

I have a database which holds a list of items and properties. I am trying to fine tune this smelting station to output a certain amount of X item depending on the value found in InputSlot.CurrentItem.GetPropertyValue("Quantity") which should contain an int, but I am getting this error and even after casting it to int still same error.

enter image description here

Error:

AssetsUltimate SurvivalScriptsBy NamespaceUltimateSurvivalPlayerInteractionSmeltingStation.cs(161,45): error CS1503: Argument 2: cannot convert from 'UltimateSurvival.ItemProperty.Value' to 'int'

Code:

    private void On_HolderUpdated(ItemHolder holder)
    {
        bool shouldStopBurning = false;

        if(FuelSlot.HasItem && InputSlot.HasItem)
        {
            // The items have the correct properties, and the burn process can begin.
            if(FuelSlot.CurrentItem.HasProperty("Fuel Time") && InputSlot.CurrentItem.HasProperty("Burn Time") && InputSlot.CurrentItem.HasProperty("Burn Result"))
            {
                if(IsBurning.Is(false))
                {
                    m_FuelTimeProperty = FuelSlot.CurrentItem.GetPropertyValue("Fuel Time");
                    m_BurnTimeProperty = InputSlot.CurrentItem.GetPropertyValue("Burn Time");
                    m_ItemResult = InputSlot.CurrentItem.GetPropertyValue("Burn Result").String;

                    IsBurning.Set(true);
                    m_BurningHandler = StartCoroutine(C_Burn());

                    return;
                }
            }
            else
                shouldStopBurning = true;
        }
        else
            shouldStopBurning = true;

        if(IsBurning.Is(true) && shouldStopBurning)
            StopBurning();
    }

    private IEnumerator C_Burn()
    {
        while(true)
        {
            yield return m_UpdateInterval;

            // If the fuel, or the items to burn finished, stop burning.
            if(!FuelSlot.CurrentItem || !InputSlot.CurrentItem)
            {
                StopBurning();
                yield break;
            }

            var burnTime = m_BurnTimeProperty.Float;
            burnTime.Current -= UPDATE_INTERVAL;
            m_BurnTimeProperty.SetValue(ItemProperty.Type.Float, burnTime);

            Progress.Set(1f - burnTime.Ratio);

            if(burnTime.Current <= 0f)
            {
                ItemData resultedItem;
                if(GameController.ItemDatabase.FindItemByName(m_ItemResult, out resultedItem))
                    CollectionUtils.AddItem(resultedItem, InputSlot.CurrentItem.GetPropertyValue("Quantity"), LootSlots);
                else
                    Debug.LogWarning("The item has burned but no result was given, make sure the item has the 'Burn Result' property, so we know what to add as a result of burning / smelting.", this);

                if(InputSlot.CurrentItem.CurrentInStack == 1)
                {
                    InputSlot.SetItem(null);
                    StopBurning();
                    yield break;
                }
                else
                {
                    burnTime.Current = burnTime.Default;
                    m_BurnTimeProperty.SetValue(ItemProperty.Type.Float, burnTime);
                    InputSlot.CurrentItem.CurrentInStack --;
                }
            }

            var fuelTime = m_FuelTimeProperty.Float;
            fuelTime.Current -= UPDATE_INTERVAL;
            m_FuelTimeProperty.SetValue(ItemProperty.Type.Float, fuelTime);

            if(fuelTime.Current <= 0f)
            {
                if(FuelSlot.CurrentItem.CurrentInStack == 1)
                {
                    FuelSlot.SetItem(null);
                    StopBurning();
                    yield break;
                }
                else
                {
                    fuelTime.Current = fuelTime.Default;
                    m_FuelTimeProperty.SetValue(ItemProperty.Type.Float, fuelTime);
                    FuelSlot.CurrentItem.CurrentInStack --;
                }
            }
        }
    }