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This was an amazing tutorial! however I used the new manny with unreal 5.so movements got messed up.I thought i had to change collisions in mesh...but i changed it in sword bp..then it worked... Thank you once again!!!
Hi thanks for the great tutorial. I’ve followed all the steps in this video and added a weapon to the enemy AI and it was there in the skeletal mesh but it wasn’t there when I played the game. Any thoughts on solving this? Many thanks!
Thanks ! It works but when I try to play, my character doesn't move. I think my problem is with the link from "Event Begin Play". How to do if there's already one ?
Im new and wondered about this too, but i found out you can just use another event! Forexampel a Keyboard event when pressing 3. So the sword spawns in your hand when you press 3
Thank you for the tutorial. Could you please also tell what should we do when we just want to spawn the character with the socket for cutscenes? For animation in sequencer
I'm having a bit of an issue. I made my own sword asset and I'm finding movement kinda broken with my player due to the sword hitting against the legs. Any way to stop the player colliding with the held item?
Great tutorial! But how would you make it if the player got to choose their weapon from options in the beginning, so there would be multiple spawned weapon choices? Thank you.
Awesome vid I do have a question though My character uses two weapons at the same time is it possible for Get Socket Transform to have two names so that both weapons can be used?
I have a question, if we want the sword to physically interact with the scenery and with other swords using the physical animation component. Should we convert our weapon to skeletal mesh or something else ?
Everything works the sword actually looks great in the socket in hand however, apply this code to my event graph with UE5 Manny it breaks my movement controls completely. It's suddenly inversed and he goes in circles. This is what makes these tutorials so hard no one explains the setup as using any different mannequin seems to provide radically different results.
Hi there, this tutorial was developed before Manny existed so there was no way for us to know how would this work with that asset. The problem you are experiencing is because of the collision of the meshes. As a quick fix you could change the collision preset of the sword to overlap Dynamic.
I got that warning when I use actor bp, (AttachTo: '/Game/ThirdPerson/Maps/UEDPIE_0_ThirdPersonMap.ThirdPersonMap:PersistentLevel.BP_ThirdPersonCharacter_C_0.CharacterMesh0' is not static (in blueprint "BP_ThirdPersonCharacter"), cannot attach '/Game/ThirdPerson/Maps/UEDPIE_0_ThirdPersonMap.ThirdPersonMap:PersistentLevel.NewBlueprint_C_0.DefaultSceneRoot' which is static to it. Aborting.) and the ited is not attached to the socked but works when I used pawn bp. Know why?
i did this and my character controlls are weird, camera changed to fps when standing still, and goes back to 3rd person when i try to move, but he's like hitting some invisible wall cause is being pushed backwards , what happened? only good news is he has his sword equipped !! ^_^ ( how do i fix the rest ahaha? )
@@memeswiperwelcome 😊, also look for more recent tutorials, later you will learn how to ignore player collision and other objects like npc or certain enemies that you don’t want to damage 🤩
I spent over an hour and half completely doing this and it won't work the object just floats in the air and when i stop playing I get an error saying AttachTo: '/Game/Maps/UEDPIE_0_CastleWorld.CastleWorld:PersistentLevel.BP_ThirdPersonCharacter_C_0.CollisionCylinder' root component cannot be attached to other components in the same actor. Aborting.
What you're asking is governed by a node called blend pose by bool. The node has slots for two poses. One is true, the other is false. The false pose will of course be the default animation that plays. Just search up videos for "blend pose by bool".
I followed the tutorial completely. but now when i move, the character moves in the wrong direction very fast! I noticed if i rotate the Pivot point on the sword mesh, then it also changes the direction the caracter moves, and moves very fast! How to fix this? Must sword meshed be created in a certain orientation in blender?
When I search for "pick up weapon in Unreal" and I see a video like this, that is 23:42 minutes long, I almost give up. My first thought is, that this simpel task must be very complex.
That problem usually appears when two meshes attached are colliding with each other. You could make the one of them overlap or ignore the other one by changing the collision presets of the meshes
I added directly after : attach actor to component -> another function: Ignore Actor when Moving .. and it works than fine.. Target = Capsule Component from Character and the Actor = return value from spawnactor .. and checkmark should ignore hope this helps
my sword is out the hand when the character is jumping, as I pointed that's because it attached to the skeleton quinn, but I swithed for my character and use her own skeleton socket, how can I fix it?
My sword just spawns in the middle of my character and I have tried to troubleshoot it but I dont know what causes it. I tried changing positions of the sword, redoing sockets and chnging collisons but nothing works :/ help please
@@unfgames sorry for late response turned out it was just really small, back on the video as im setting up guns and came back to learn how to move the pivot point, thanks!
@@unfgames Thank you for your help, I made a mistake didn't put "snap to target" on location but did it for scale and rotation, I saw your video again and noticed my mistake.
In this tutorial we cover the topic of animations: Animation Blueprint For Beginners Unreal Engine 5 Tutorial | Learn to Create a Playable Character ua-cam.com/video/_oSQq7pKJtk/v-deo.html
Hello!👋
Want to access to all our Premium tutorials and exclusive content? Consider to become a Member to access all Members-Only videos: tinyurl.com/joinunfgames
❤️Want to support the channel? Here are some tutorials we recommend you to take: tinyurl.com/resourcesunf
By purchasing any of those tutorials we will get a small commission at no extra cost for you! If you want to support the channel and level up your game dev skills this is a great way to do it! This helps us on our mission to provide high quality education to you for free!
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If you liked this video, subscribe for more! Comment below what kind of Tutorial you would like to see next!👇
Great, that really helped a lot. And how to remove the weapon from the hands? Suppose I have several swords / guns / darts, how do I change them?
Thanks for using a sword, rather than a gun, as an example! Just what I've needed.
haha thanks! we like medieval fantasy games a lot lol
You're my hero with these tutorials.
Welcome!
What about doing this for a skeletal mesh that you're only using for a cinematic. Not a playable character.
This was an amazing tutorial! however I used the new manny with unreal 5.so movements got messed up.I thought i had to change collisions in mesh...but i changed it in sword bp..then it worked... Thank you once again!!!
Thanks this helped
thanks u a lot buddy ! this also works for the paragon characters
I have the same issue, how did you solve it exactly? sorry I am new
@@TheGreatDaniad those still needing to know, go to your weapon mesh, and disable collision.
great tutorial, how do i make the sword not collide with the character then?
remove the static mesh collision
Hi thanks for the great tutorial. I’ve followed all the steps in this video and added a weapon to the enemy AI and it was there in the skeletal mesh but it wasn’t there when I played the game. Any thoughts on solving this? Many thanks!
Thanks ! It works but when I try to play, my character doesn't move. I think my problem is with the link from "Event Begin Play". How to do if there's already one ?
Im new and wondered about this too, but i found out you can just use another event! Forexampel a Keyboard event when pressing 3. So the sword spawns in your hand when you press 3
Thanks for the help.
Thank you for the tutorial.
Could you please also tell what should we do when we just want to spawn the character with the socket for cutscenes? For animation in sequencer
After you create the socket and save the skeleton asset, then the socket will be available every time you use the mesh, including in sequencer.
@@unfgames Thank you
I'm having a bit of an issue. I made my own sword asset and I'm finding movement kinda broken with my player due to the sword hitting against the legs. Any way to stop the player colliding with the held item?
just remove the collision of the sword, you can later use collision channels to specify which objects you want to collide or not
Great tutorial! But how would you make it if the player got to choose their weapon from options in the beginning, so there would be multiple spawned weapon choices? Thank you.
Perhaps for another tutorial 😁 you would need to put the weapon as a blueprint
can you do a weapon class system tutorial for ue5?
That would be cool!
Awesome vid I do have a question though
My character uses two weapons at the same time is it possible for Get Socket Transform to have two names so that both weapons can be used?
Yeah you can attach multiple components, just repeat the same operation and assign a different socket name
following this tutorial for some reason my camera also snaps to the weapon socket. Any ideas on how to fix this issue?
Did you check the sword collision?
@@unfgames Thanks that fixed the issue
Thanks helped alot 👍
No problem 👍
I JUST ADD A SWORD TO MY ZOMBIE AND ITS FREAKING AWESOME I FEEL SO HAPPY THANK YOU !!!!!!!!!!
Thanks for this great tutorial, as always :D How can we remove the attached weapon?
There is a function called Detach 😁
@@unfgames Thank you! :)
I have a question, if we want the sword to physically interact with the scenery and with other swords using the physical animation component. Should we convert our weapon to skeletal mesh or something else ?
I guess use collision?
just use collision channels and triggers in the weapon blueprint class to specify the behavior of the weapon
Everything works the sword actually looks great in the socket in hand however, apply this code to my event graph with UE5 Manny it breaks my movement controls completely. It's suddenly inversed and he goes in circles. This is what makes these tutorials so hard no one explains the setup as using any different mannequin seems to provide radically different results.
Hi there, this tutorial was developed before Manny existed so there was no way for us to know how would this work with that asset.
The problem you are experiencing is because of the collision of the meshes. As a quick fix you could change the collision preset of the sword to overlap Dynamic.
@@unfgames YOOO THANK YOUU
Works in 5.2.1 only issue I am having is the camera wants to zoom in when I am looking at the sword for some reason
Check the collision
@@unfgames thought I had disabled it already haha
I got that warning when I use actor bp, (AttachTo: '/Game/ThirdPerson/Maps/UEDPIE_0_ThirdPersonMap.ThirdPersonMap:PersistentLevel.BP_ThirdPersonCharacter_C_0.CharacterMesh0' is not static (in blueprint "BP_ThirdPersonCharacter"), cannot attach '/Game/ThirdPerson/Maps/UEDPIE_0_ThirdPersonMap.ThirdPersonMap:PersistentLevel.NewBlueprint_C_0.DefaultSceneRoot' which is static to it. Aborting.) and the ited is not attached to the socked
but works when I used pawn bp. Know why?
Same issue here, let me know if you find a fix
Figured it out, you have to change the weapon/whatever item you're using's DefaultSceneRoot to movable, this worked for me
@@origin3284 Dude, you are the best, it worked, thanks
I've been trying to add a sword to my character and he was picking it up by the blade, turns out it was the pivot point, Thanks
glad it worked out
i did this and my character controlls are weird, camera changed to fps when standing still, and goes back to 3rd person when i try to move, but he's like hitting some invisible wall cause is being pushed backwards , what happened? only good news is he has his sword equipped !! ^_^ ( how do i fix the rest ahaha? )
Same thing happened to me. I have no clue how to fix it
@@memeswiper disable weapon collision and will work fine , is because of that
@@MagicxReal-Studio thank u 🙏
@@memeswiperwelcome 😊, also look for more recent tutorials, later you will learn how to ignore player collision and other objects like npc or certain enemies that you don’t want to damage 🤩
I spent over an hour and half completely doing this and it won't work the object just floats in the air and when i stop playing I get an error saying AttachTo: '/Game/Maps/UEDPIE_0_CastleWorld.CastleWorld:PersistentLevel.BP_ThirdPersonCharacter_C_0.CollisionCylinder' root component cannot be attached to other components in the same actor. Aborting.
can you share details on the Discord?
How do we add damage to a character when using a sword ?
What if my original character doesnt have a BP? I dont need BP because I am doing cinematics not games.
In sequencer you can attach the sword mesh to the socket in the same manner
@@unfgames Ahh interesting thank you very much!
Thanks! But how do we make the character wrap his hand around the weapon, or just change how a character is animated with a weapon equipped overall?
Yeah it depends on the animation
What you're asking is governed by a node called blend pose by bool. The node has slots for two poses. One is true, the other is false. The false pose will of course be the default animation that plays. Just search up videos for "blend pose by bool".
really helpful!!! thanks
welcome!
I followed the tutorial completely. but now when i move, the character moves in the wrong direction very fast! I noticed if i rotate the Pivot point on the sword mesh, then it also changes the direction the caracter moves, and moves very fast! How to fix this? Must sword meshed be created in a certain orientation in blender?
Remove the sword collision, usually is that
thanks for helping
I followed this tutorial and my character starts flying when I press play. I may have just learned how to make a rocket.
Same here, did u solve the problem?
When I search for "pick up weapon in Unreal" and I see a video like this, that is 23:42 minutes long, I almost give up. My first thought is, that this simpel task must be very complex.
Welcome to Game Development!
@@unfgames LOL
Genius. Thx à lot 🙏🙏
welcome!
Nice, didn't hesitate to click here hahaha
Hi i did exactly what u said. After adding weapon, character movement goes mad. goes back to normal when i remove the weapon. Pls help.
That problem usually appears when two meshes attached are colliding with each other. You could make the one of them overlap or ignore the other one by changing the collision presets of the meshes
I added directly after : attach actor to component -> another function: Ignore Actor when Moving .. and it works than fine.. Target = Capsule Component from Character and the Actor = return value from spawnactor .. and checkmark should ignore
hope this helps
I did everything you did I think and my character just decided to stand on the sword and levitate can you help me with it?
Check the sword collision
Thanks!
welcome!
my sword is out the hand when the character is jumping, as I pointed that's because it attached to the skeleton quinn, but I swithed for my character and use her own skeleton socket, how can I fix it?
Make sure the socket parent is the hand so the sword follows the movement.
@UNF Games I made modular character inside blueprint window, if I move the sword inside the hand mesh( as a child) it stops animating
what to do if character doesnt have a blueprint
My sword just spawns in the middle of my character and I have tried to troubleshoot it but I dont know what causes it. I tried changing positions of the sword, redoing sockets and chnging collisons but nothing works :/
help please
could you post it on the Discord? A screenshot would help
Did you fix this?
same issue, sword is spawning directly in the center of my character
I'm using a rifle for my character, although whenever I do preview asset its completely invisible, im so confused idk what to do
Do you mean in the character previewer (persona) or in gameplay?
@@unfgames sorry for late response turned out it was just really small, back on the video as im setting up guns and came back to learn how to move the pivot point, thanks!
@@snazzysnoopy2882 no worries!
excelente. gracias.
Is it true audio cues are gone in ue5?
Eventually, Metasounds will replace them. But it will be a smooth transition I believe
Sorry but it doesn't work, I followed everything but the weapon does not appear when I hit play. Can you help me please?
maybe you can share it on discord with more details
@@unfgames Thank you for your help, I made a mistake didn't put "snap to target" on location but did it for scale and rotation, I saw your video again and noticed my mistake.
How tf I can find the Modeling button, I do not have it in ue5
make sure the plugin is enabled
i dont know why but i tried it with a gun and it just flys its not in my hand and i did everything 1 to 1 can someone help me?
Remove weapon collision
and how can i change the character animation when he equipe his weapons
In this tutorial we cover the topic of animations: Animation Blueprint For Beginners Unreal Engine 5 Tutorial | Learn to Create a Playable Character
ua-cam.com/video/_oSQq7pKJtk/v-deo.html
@@unfgames thks a lot
It still isn't working for me for some reason
unsure what i missed but the wepon is stationary once i press play
Is it set to movable?
@@unfgames no worries I managed to sort it.
Sorry for not updating 😅
@@devilsplague6666 How did you fix it? I'm running into the same issue. :)
where can i download the sword from?
Sketchfab
How do i make a grappling gun
Do you mean a gun that will grapple an object and bring it near the player, or the other way around?
So many stuff, where you all learned all this? It is impossible with UA-cam tutorials!
long story, but maybe this can help you Unreal Engine 5 Complete Tutorials: ua-cam.com/play/PLGEDpELN0zHDiStehu4bleZ7KVhOaGAUK.html
where can i find my staticmesh?
Can download from Bridge or Sketchfab
when i add my weapon it is too big what am i doing wrong
You can scale the weapon mesh to fit your needs
@@unfgames Thanks for the quick help, but when I try to scale the weapon I can't see it anymore
Hmm doesn't work for me.
check the collision of the sword
useless tutorial