12:20 for newbies, a better way to do this (in the future) is to make sure each sword model, for instance, has its root at the right grip point. I think you can change the root in the UE5 model editor. That way you just have 1 socket, and every weapon preconfigured to fit it. Or in other words, dont offset the socket on the character, just offset each weapons root.
Absolutely, that would be the best way. I actually didn't think of It while recording the tutorial. But in UE you only can change the pivot on viewport actors that are already on the scene, not the mesh itself. So you would have to change it through Blender lets say
@@GorkaGames Actually UE5.0 has a tool under the modeling mode that allows you to modify the pivot point directly in the mesh. This will permanently modify the pivot point so if you need it in one place while on the scene and on another when you want it in the socket you'll have to modify the pivot of the object in scene to place it where you want while on the floor and it will attach correctly to the hand socket since it is taking a "new" mesh. idk if i explained correctly.
Or, have an EquipPivot point passed as coords as part of the interface. Or, use blueprints of the same Pickable item class, and have an EquipPivot component. It adds a bit of complexity but would be worth it. Generally Unreal (since v1 IIRC), use different, paired by reference objects to implement the pickup and the carried item. Of course the setup isn't as basic as this tho.
Alternatively you can add an offset transform variable in the pick up item and adjust it accordingly, then set the equipped mesh's transform to the offset on equip. My preferred method tbh - assuming that every character model would use the same skeleton... sigh
7:31 For newbies, if you don't see Item Model to Place (or whatever you named it), go back to BP_Item and check that the eye is open next to the variable for Item Model to Place.
Thank you for this video! As many developers atm do, we are currently switching from Unity to Unreal. These beginner tutorials make it a lot easier, keep it up!!
If your first pickup test isn't working: make sure you put the code from 4:20 to 5:42 in the Third Person Blueprint I didn't noticed he'd changed from BP_Item to BP_ThirdPerson and was wondering why it wasn't working for me at 5:50
9:07 for those who have a little problem with the parent socket and they use first person as i do, then i might have the solution. you'll need to drag the FirstPersonMesh under the Mesh (CharacterMesh) and then the EquippedItem under the FirstPersonMesh. hope its even a valid option cuz i am a newbie myself and hope this wont make any problems. I still hope to solve some problems that may still occur
From "Pickup" node, add "Set static mesh" with the mesh from components as targets and then in "new mesh" on that not choose the mesh you want and then compile. Worked for me. Hope it helps.
Also, for newbs, if you need skeletal meshes instead of static meshes (for weapons using line traces between two sockets for example, or animated weapons (chains etc)), you can use the exact same setup, but just duplicate for Skeletal Mesh as well. Route from Set Static Mesh into Set Skeletal Mesh. If static mesh is empty, it'll assign the skeletal mesh instead, and it works.
I can't make fire my gun again, i modified the starter fps gun to toggle a water beam and a line trace for a radial damage, and i modified the chassis to cyan, but whit that setup i get the default white skeletal mesh and it don't call the fire event, i can't get the right bp_gun, and i remade it from scratch. I can simply change with an actual static mesh of the new gun, but i'm still testing and since everything else was working right , i wanna resolve the issue or it might come back anytime with other models.
Thanks man, that was clear enough to follow, a few things have updated with UE5 since you made this, but with some mucking around still works. Could you show me how to use this set up to now swing the sword to make an item explode?
@@GorkaGames i missed a thin red line connection ;) took me a bit, but went node to node and found it.... I AM having a glitch on how to regen my health bar, for some reason, and am needing a "mario" type consumable UI counter for my beans count... all in all your very helpful at the stage im working at thank you again
5:00 if you want this to work with ANY weapon in the level, how would you set this up? Something like, get all overlapping actors with "tag" and have a "item" tag on each relevant item? Or would you have ONE BP_Item but have the mesh, damage effects, sound and stuff be variables that can be changed per instance?
Well, this will already work with any weapon, as all the weapons are child of that class. So if you were to make a new weapon, you wouldn't create a new BP. You would drag that BP into the scene, and in its details, change the mesh. So basically what you said in the last line
I'm going through a UE5 bootcamp course with preloaded videos, it gets kinda complicated in my head but for some reason this video helps me wrap my head around it quite well. So thanks ^^
Everything worked but after i connected the second weapon the first changed its position into the groin area of the character. i havnt changed anything and its all still showing in the hand socket correctly but when picked up its in the WAY wrong location. Aside from that THANKS SO MUCH GORKA!
@@jessplaysfs5214 for the skeletal mesh do you mean items that instead of using static meshes models use skeletal mesh? if so yeah, but you would need to change the item blueprint. Changing the static mesh component, the itemModel variable, and then In the players blueprint the assignment of the mesh. If you have any trouble trying it just tell me 😀and yes! I will try to also make a dropping items tutorial
@@GorkaGames hiya its jess here again yes please if you could make DROP item tutorial as well and also i tried to use the skeletal mesh and i did change it in the blueprint too but i am having problem with get skeletal mesh its not connecting to the get skeletal mesh return value do u have discord please i guess ii can explain that to you there easily
@@jessplaysfs5214 yeah, Ill try to also make a item drop tutorial 😀 Yeah I have Discord, but to not place it here can you send a message to me in Twitter and then I'll pass you my discord?
i don't know why but i can't find the "get itemmodel"... maybe changed? I use UE5.1 and for any reason sometimes i can't find the in the tutorials showing actions in event graph. Do i have to activate something? THX for help
Nice work. It was a little tricky because I already have a different mesh retargeted onto the Manny Skeleton. Turns out adding sockets to my player skeleton doesn't work, I had to actually add them to the Manny skeleton. Unless I did it wrong.
Hi, you introduced a blueprint interface which is quite advanced so could you show how to this pickup and drop item system using enums and or arrays? Great video and thanks.
Hello, thanks for the tutorial. Can you call a Has Tag variable so that depending on the name, a game instance variable is called and changes to true ?
This is great. Could you give me some tips on how to drop the item? I worked out I can do it with Detach From Component -> Equipped Item, but it leaves it sitting in the air where it was when I press the drop button, and I can no longer pick it up.
@@BH-dsk yeah you where in the right direction. But instead of detaching the component (which only would be the mesh), you would need to set the mesh to none, and then spawn the item blueprint, and assign the mesh. If you need help let me know!!
Awesome tutorial for me as beginners, question how can i change animation after pick up different weapon, is it in character blueprint and change the animation blend blueprint after pick up
Thank you! I`m glad that you found it helpful. If you mean change the character`s animations to be holding a weapon in its hand, you will need to create a new state in the ANimation Blueprint, I have a tutorial on changing states: ua-cam.com/video/WUXvq6At6pE/v-deo.html
@@GorkaGames Hi If i have a gun that's a skeleton mesh and i need it to be skeleton mesh since i want the clip fallen when reloading..should i create a new weapon BP or add the skeleton mesh inside of it
But its only change apperance of item for example if you have gun and sword you need to create two BP because those items have different functions one for melee the other one for range
How do you do this if you have more than one static object you want to equip in the character settings? I thought maybe a sequence would work but that created an error. Once you set "Item" as the target, you can't assign any more static objects as a target to the "set static mesh" node
Hey, i know my answer/suggestion comes 1 year after your question, but mabye it's still helpfull haha, so my Problem was the incorrect naming. He Named it "ItemModelToPlace", and I named it "ItemModel", so i took the wrong thing. Maybe this happened to you too, pay close attention to the names. Maybe you can fix it :)
love your content. started unreal a few days ago and its fun and challenging for a dev noob. trying since hours to get a "static mesh" as shown at 9:52, but i only get a "get static material". help anybody?
Thanks for the tutorial man! I'm trying to have a vehicle pick up a box but somehow already whe I start testing it pressing "E" it won't work. Is there anything different I should do when it's a BP car? Thanks a lot in advance! Big fan!
@@hannerikruger7216 well, sorry to say that. I haven’t figured it out how to solve the problem. But it takes so much time for a game that I am not able to spend a lot of time in it.
Hey guys! I was having the same issue, but I fixed it on my side, and I hope it might help you guys, too, if you haven't already gotten it. Whatever you named your static mesh at 1:20 is what you want to run out of the "As BP Item" in the "Cast to BP_Item", then you should see the static mesh after that. The example for mine is that I named my static mesh "SwordModel" instead of "ItemModel", so whenever I was typing in "get item model" I had one show up, but it wasn't the right thing. Once I did "get swordmodel", everything worked perfectly. Hope this helps and wasn't too confusing :)
Thank You for this tutorial! What is the algorithm in case my weapon is a blueprint class, not a separate static/skeletal mesh? It's a pistol (skeletal mesh with animations) combined with accessories (static meshes) and some other components I consider adding in future.
UPD: I've found out that we can use "Child Actor Component" instead of Static/Skeletal Mesh Component in this case. I used it for ItemModel component in BP_Item. Then, in Item Model setup section ua-cam.com/video/qVtoemgM7wI/v-deo.html, I used "Set Actor Child Class" function and Actor type for ItemModelToPlace variable (with class reference).
Thanks man im new to ue5 and i have problem i want to create a fps game and i added the pistol model in blueprint but it has 3 parts and when i add in to simulate it take a part how i can fix it I hope u understand it❤
Hey, nice tutorial. Everything except the effect where the character is holding the weapon works for me when i do this code. Any idea what i can change? When i go up to my sword, it simply dissapears when i interact with it, but it does not go into my characters hand as it does for you. Any help is appreciated!
hi! how would you go about doing this but instead of exchanging the item when you pick up a new one, the items all stay? i'm creating an adventure style game where the character finds and puts on equipment (like a staff, a hat, etc). all the sockets are correctly placed and i can pick it all up based on this tutorial, but i want it to stay on the character instead of disappearing.
hey gorka, can you do a thing where if you pickup a weapon or certain weapon class, the animation blueprint changes as well? lets say the default ue animations when nothing is equipped, and when lets say i pick up a sword, the animations change from default ue animations to the sword animation blueprint
so in the "third person blueprint", just after we call the "pick up" interface when we search for all overlapping items. Just play an animation montage of our animation. In my COmbat system tutorial I show on how to do this.
I must be doing something wrong as it's not working for me. One difference that I see is that I can't add in Implemented Interfaces, I can only add to Inherited Interfaces.
If I have different blueprints / Classes, and they can be picked from the landscape with E, how can I make the Get Overlapping actors refer to multiple classes? I tried an array of classes but certainly it can not connect to the Class variable pin
My blueprint 'key' search does not match your list and I could not find specific keys. :/ I actually wanted to pick up from LMB but I couldn't find that in blueprint search either...perhaps 'bind event to on clicked'? Nor could I find get overlapping actors in array actions :(
I did this method for all my guns and each static mesh has a socket for muzzle flash but how can I get that reference to the socket so when the mesh changes I can spawn the muzzle where it should be
I cannot change the parent socket for the Equipped Item. On pickup, the guns appear in the viewport but they are not attached to the character, so they just float in front of the character and do not move where the character looks. How can I fix this?
Hi i followed your tutorial until minute 9.46 from there i'm lost i can't find get item model and get static mesh.. can you help me please or someone else here! Cheers
It seems that it has more variables than created in the video and therefore gets a little confused. I have the same problem and have gone through the tutorial 3 times. The static mesh variable was never created or I'm blind :D
↪Just opened my NEW DISCORD join NOW! bit.ly/GorkaGamesUA-camDiscordServer
12:20 for newbies, a better way to do this (in the future) is to make sure each sword model, for instance, has its root at the right grip point.
I think you can change the root in the UE5 model editor.
That way you just have 1 socket, and every weapon preconfigured to fit it.
Or in other words, dont offset the socket on the character, just offset each weapons root.
Absolutely, that would be the best way. I actually didn't think of It while recording the tutorial. But in UE you only can change the pivot on viewport actors that are already on the scene, not the mesh itself. So you would have to change it through Blender lets say
@@GorkaGames Actually UE5.0 has a tool under the modeling mode that allows you to modify the pivot point directly in the mesh. This will permanently modify the pivot point so if you need it in one place while on the scene and on another when you want it in the socket you'll have to modify the pivot of the object in scene to place it where you want while on the floor and it will attach correctly to the hand socket since it is taking a "new" mesh. idk if i explained correctly.
@@arnausis Definitely worth a try.
Or, have an EquipPivot point passed as coords as part of the interface. Or, use blueprints of the same Pickable item class, and have an EquipPivot component. It adds a bit of complexity but would be worth it.
Generally Unreal (since v1 IIRC), use different, paired by reference objects to implement the pickup and the carried item. Of course the setup isn't as basic as this tho.
Alternatively you can add an offset transform variable in the pick up item and adjust it accordingly, then set the equipped mesh's transform to the offset on equip. My preferred method tbh - assuming that every character model would use the same skeleton... sigh
7:31 For newbies, if you don't see Item Model to Place (or whatever you named it), go back to BP_Item and check that the eye is open next to the variable for Item Model to Place.
thank youuu ❤
Thanks, I was struggeling with this :) Merry Christmas.
wise man ty
Thank you so much
if i did click the eye, still don't see it. any idea?
Thank you for this video! As many developers atm do, we are currently switching from Unity to Unreal. These beginner tutorials make it a lot easier, keep it up!!
If your first pickup test isn't working: make sure you put the code from 4:20 to 5:42 in the Third Person Blueprint
I didn't noticed he'd changed from BP_Item to BP_ThirdPerson and was wondering why it wasn't working for me at 5:50
Chad Confirmed
9:07 for those who have a little problem with the parent socket and they use first person as i do, then i might have the solution. you'll need to drag the FirstPersonMesh under the Mesh (CharacterMesh) and then the EquippedItem under the FirstPersonMesh. hope its even a valid option cuz i am a newbie myself and hope this wont make any problems. I still hope to solve some problems that may still occur
Thankyou!
Thanks alot!
holy shit, thankyou
you are the lord brooo thank you sooo much
you're a legend
9:48 : dont need to have a " get static mesh" node, and just connect the " item model" to the "set static mesh" node
I tried this but it won't let me connect the two. I had to add the "get static mesh" node
@@Morax having the same issue. after GET ITEM MODEL, can't find GET STATIC MESH.
any idea what might cause this issue?
From "Pickup" node, add "Set static mesh" with the mesh from components as targets and then in "new mesh" on that not choose the mesh you want and then compile. Worked for me. Hope it helps.
@@jonathanbale8047 might be a little late but this helped so fucking much bro
@@homelessboi4208 Your so welcome 🙏
extremely in-efficient way of doing this
Also, for newbs, if you need skeletal meshes instead of static meshes (for weapons using line traces between two sockets for example, or animated weapons (chains etc)), you can use the exact same setup, but just duplicate for Skeletal Mesh as well. Route from Set Static Mesh into Set Skeletal Mesh.
If static mesh is empty, it'll assign the skeletal mesh instead, and it works.
I can't make fire my gun again, i modified the starter fps gun to toggle a water beam and a line trace for a radial damage, and i modified the chassis to cyan, but whit that setup i get the default white skeletal mesh and it don't call the fire event, i can't get the right bp_gun, and i remade it from scratch.
I can simply change with an actual static mesh of the new gun, but i'm still testing and since everything else was working right , i wanna resolve the issue or it might come back anytime with other models.
Do you mean both Static and Skeletal Mesh components in ONE "BP_Item" blueprint or two BP_Item blueprints - one for each type of Mesh?
this helped. me and my friends are making a game thats a little like souls games.
Man I came here to find out how to make a flaming torch -> Gets it from marketplace :) Nice tutorial though.
Can you attach the flaming torch to the actor after pressing E and taking it? My flame is gone when I click E key to pickup
These tutorials are amazing, simple and quick 💚
Thank you man!! You are the best 🙏
Does anyone know how to add back the construction script??? I'm having major trouble now
I'm trying to make a lantern that you can pick up and move. How would I make the light stay attached when it's picked up?
i want to know this too
Guess its kind of retargeting a Blueprint Actors Position to the sockets Position
Thanks man, that was clear enough to follow, a few things have updated with UE5 since you made this, but with some mucking around still works. Could you show me how to use this set up to now swing the sword to make an item explode?
I got it to pick up, but its not equiping... drivin me nutz ;) GOT IT... lol missed one connection in BP... AWESOME STUFF THANK YOU for sharing
hmm, have you seted up the static mesh correctly in the player?
@@GorkaGames i missed a thin red line connection ;) took me a bit, but went node to node and found it....
I AM having a glitch on how to regen my health bar, for some reason, and am needing a "mario" type consumable UI counter for my beans count... all in all your very helpful at the stage im working at thank you again
thanks for these tutorials, super helpful!
Im glad you find them usefull!!
5:00 if you want this to work with ANY weapon in the level, how would you set this up?
Something like, get all overlapping actors with "tag" and have a "item" tag on each relevant item?
Or would you have ONE BP_Item but have the mesh, damage effects, sound and stuff be variables that can be changed per instance?
Well, this will already work with any weapon, as all the weapons are child of that class. So if you were to make a new weapon, you wouldn't create a new BP. You would drag that BP into the scene, and in its details, change the mesh. So basically what you said in the last line
Super helpful! Thank you so much. All your videos have been awesome!
I'm going through a UE5 bootcamp course with preloaded videos, it gets kinda complicated in my head but for some reason this video helps me wrap my head around it quite well. So thanks ^^
Everything worked but after i connected the second weapon the first changed its position into the groin area of the character. i havnt changed anything and its all still showing in the hand socket correctly but when picked up its in the WAY wrong location. Aside from that THANKS SO MUCH GORKA!
can you make tutorial after i pick up the item and i want to drop the item too
Thank you dude
Ohoooooo wow thanks so much for making this tutorial I am Gona use it and will let you 😊😊😊
you're welcome!! I hope this is what you were looking for!!
@@GorkaGames hiya its really helpful but will it work for skeletal mesh as well and also can you make one for droping item too plz
@@jessplaysfs5214 for the skeletal mesh do you mean items that instead of using static meshes models use skeletal mesh? if so yeah, but you would need to change the item blueprint. Changing the static mesh component, the itemModel variable, and then In the players blueprint the assignment of the mesh. If you have any trouble trying it just tell me 😀and yes! I will try to also make a dropping items tutorial
@@GorkaGames hiya its jess here again yes please if you could make DROP item tutorial as well and also i tried to use the skeletal mesh and i did change it in the blueprint too but i am having problem with get skeletal mesh its not connecting to the get skeletal mesh return value do u have discord please i guess ii can explain that to you there easily
@@jessplaysfs5214 yeah, Ill try to also make a item drop tutorial 😀 Yeah I have Discord, but to not place it here can you send a message to me in Twitter and then I'll pass you my discord?
i don't know why but i can't find the "get itemmodel"... maybe changed? I use UE5.1 and for any reason sometimes i can't find the in the tutorials showing actions in event graph. Do i have to activate something? THX for help
its the name of your variable
Excellent, Gorka, Thank you!
Nice work. It was a little tricky because I already have a different mesh retargeted onto the Manny Skeleton. Turns out adding sockets to my player skeleton doesn't work, I had to actually add them to the Manny skeleton. Unless I did it wrong.
You’re awesome everything worked! But could you help me with specific details on how to drop the item? Whenever you have the time!
Hi, you introduced a blueprint interface which is quite advanced so could you show how to this pickup and drop item system using enums and or arrays? Great video and thanks.
yeah definitely in part 2 I will explain it all more in detail 😀
@@GorkaGames great stuff, thanks :)
thank you bro, this helps me a lot :D
Hello, thanks for the tutorial. Can you call a Has Tag variable so that depending on the name, a game instance variable is called and changes to true ?
Nice Tutorial! Could you now explain how i put it down again on a different location
This is great. Could you give me some tips on how to drop the item? I worked out I can do it with Detach From Component -> Equipped Item, but it leaves it sitting in the air where it was when I press the drop button, and I can no longer pick it up.
Never mind I worked it out with Set Physics node. EDIT: actually that puts it on the ground, but I still can't pick it up.
@@BH-dsk yeah you where in the right direction. But instead of detaching the component (which only would be the mesh), you would need to set the mesh to none, and then spawn the item blueprint, and assign the mesh. If you need help let me know!!
@@GorkaGames Legend, thank you I shall give it a try.
This tutorial is amazing, thank you.
Awesome tutorial for me as beginners, question how can i change animation after pick up different weapon,
is it in character blueprint and change the animation blend blueprint after pick up
Thank you! I`m glad that you found it helpful. If you mean change the character`s animations to be holding a weapon in its hand, you will need to create a new state in the ANimation Blueprint, I have a tutorial on changing states: ua-cam.com/video/WUXvq6At6pE/v-deo.html
@@GorkaGames Hi If i have a gun that's a skeleton mesh and i need it to be skeleton mesh since i want the
clip fallen when reloading..should i create a new weapon BP or add the skeleton mesh inside of it
9:52 why i dont have get static mesh?:(
static mesh component object reference is not compatible with actor object reference((
i have the same issue
But its only change apperance of item for example if you have gun and sword you need to create two BP because those items have different functions one for melee the other one for range
Yeah exactly. You would need to make a change in the weapon`s behavoiur depending with which static mesh you have equiped
My model does not have Item Model 9:45
same! Please answer if u have a solution
Bien por no usar cast. El sound lo pondria antes del timeline y el destroy en el finished. The ahorras el malevolo Delay
buena idea!
Its you again! Just what i was looking for. Thats it, im scrounging your channel!
How do you do this if you have more than one static object you want to equip in the character settings? I thought maybe a sequence would work but that created an error. Once you set "Item" as the target, you can't assign any more static objects as a target to the "set static mesh" node
Yeah, help please with this!
Is it better to play an animation fbx or make a montage? Also should you play it on the input event or put in the animation blueprint?
Good day to you - Do you have any tutorials on how to ready my room for Mobile and make it work on an iPhone / Android phone please?
Hey, I can't see the get static mesh from my item model on 9:51
Any Solution Plese
🥺
Thank You.
same problem!do you know how to fix this?
any chance you remember if you fixed this?
Hey, i know my answer/suggestion comes 1 year after your question, but mabye it's still helpfull haha, so my Problem was the incorrect naming. He Named it "ItemModelToPlace", and I named it "ItemModel", so i took the wrong thing. Maybe this happened to you too, pay close attention to the names. Maybe you can fix it :)
Maby it’s in your hand but it’s wrong transformation/ place and it’s out off you sight
So does this only work if you want to pick up one object at a time and destroy whatever you had before?
Ive used this tutorial for a flashlight and i was wondering how i disable the spotlight and audio before i pick it up
9:52 Cast to BP item, Get ItemModel ----> GET static Mesh. (i cannot get static mesh and I do not know why.)
Perfectly Working 👏
great Im glad I could help!!
love your content. started unreal a few days ago and its fun and challenging for a dev noob. trying since hours to get a "static mesh" as shown at 9:52, but i only get a "get static material". help anybody?
Thanks for the tutorial man! I'm trying to have a vehicle pick up a box but somehow already whe I start testing it pressing "E" it won't work. Is there anything different I should do when it's a BP car? Thanks a lot in advance! Big fan!
Awesome, do you have video to setup this with Enhanced Input Action system?
it's the exact same, just connect it to started, not triggered
thx! only i couldnt put a node for get static mesh. and the sounds keep playin while picking up.
is there a forum to help people out?
did you figure it out? I', stuck there now too
@@hannerikruger7216 well, sorry to say that. I haven’t figured it out how to solve the problem. But it takes so much time for a game that I am not able to spend a lot of time in it.
Hey guys! I was having the same issue, but I fixed it on my side, and I hope it might help you guys, too, if you haven't already gotten it. Whatever you named your static mesh at 1:20 is what you want to run out of the "As BP Item" in the "Cast to BP_Item", then you should see the static mesh after that. The example for mine is that I named my static mesh "SwordModel" instead of "ItemModel", so whenever I was typing in "get item model" I had one show up, but it wasn't the right thing. Once I did "get swordmodel", everything worked perfectly. Hope this helps and wasn't too confusing :)
I know this is a little old, but what about when it comes to changing maps? The socketed item is lost, I'm trying to have the player keep it.
Thank You for this tutorial! What is the algorithm in case my weapon is a blueprint class, not a separate static/skeletal mesh? It's a pistol (skeletal mesh with animations) combined with accessories (static meshes) and some other components I consider adding in future.
UPD: I've found out that we can use "Child Actor Component" instead of Static/Skeletal Mesh Component in this case. I used it for ItemModel component in BP_Item. Then, in Item Model setup section ua-cam.com/video/qVtoemgM7wI/v-deo.html, I used "Set Actor Child Class" function and Actor type for ItemModelToPlace variable (with class reference).
Thanks man im new to ue5 and i have problem i want to create a fps game and i added the pistol model in blueprint but it has 3 parts and when i add in to simulate it take a part how i can fix it
I hope u understand it❤
Hey, nice tutorial. Everything except the effect where the character is holding the weapon works for me when i do this code. Any idea what i can change? When i go up to my sword, it simply dissapears when i interact with it, but it does not go into my characters hand as it does for you. Any help is appreciated!
Hi, did u solve this problem? I have the same situation
I made mistake and just didnt conect bp
09:40 i don´t have the ´´get itemmodel´´ node in this graph i only have it in the event graph of ´´pick_up_bp´´. can someone help please
hi! how would you go about doing this but instead of exchanging the item when you pick up a new one, the items all stay? i'm creating an adventure style game where the character finds and puts on equipment (like a staff, a hat, etc). all the sockets are correctly placed and i can pick it all up based on this tutorial, but i want it to stay on the character instead of disappearing.
thankyou so helpful
hey gorka, can you do a thing where if you pickup a weapon or certain weapon class, the animation blueprint changes as well? lets say the default ue animations when nothing is equipped, and when lets say i pick up a sword, the animations change from default ue animations to the sword animation blueprint
is there a way to do this on the default first person template? the first pickup system works but how can I make the object visible in first person?
How can i add an animation to actually him to pick up ?
so in the "third person blueprint", just after we call the "pick up" interface when we search for all overlapping items. Just play an animation montage of our animation. In my COmbat system tutorial I show on how to do this.
I must be doing something wrong as it's not working for me. One difference that I see is that I can't add in Implemented Interfaces, I can only add to Inherited Interfaces.
Yeah it is the asme thing, they changed it in 5.1
Bro, maybe I missed something. Why does the enemy sometimes spawn at the player's spawn location when randomizing? that I didn't turn it off
If I have different blueprints / Classes, and they can be picked from the landscape with E, how can I make the Get Overlapping actors refer to multiple classes? I tried an array of classes but certainly it can not connect to the Class variable pin
thank you so much
Everything works great. But, maybe someone can help? When I pick up any item, the material for the item returns to none (checker board color).
nice i will need it
😀😀
super helpful
AMAZING
nice but when i drop the item i want it back on the floor...so someone else can pick it up again
you would need to remove the model from the equipedItem, and then spawn the item`s BP just infron of the player
nice tutorial but i literally downloaded ue 5 yesterday i followed a 5 hours tutorial but now idk what to do do you have any advice or ideea?
thanks! try to make a small game with very basic features. I have a tutorial on that!
@@GorkaGames oh ok thank you!
can u make a video how to make christmas light like fortnite battle buss has or any type i cant find a video how to
make them
yeah, I will see what I can do 😀
@@GorkaGames thanks
¡Gracias!
Muchísimas gracias por tu Super Thanks!! Lo aprecio un montón, y me alegro de que el tutorial te haya ayudado!!
My blueprint 'key' search does not match your list and I could not find specific keys. :/ I actually wanted to pick up from LMB but I couldn't find that in blueprint search either...perhaps 'bind event to on clicked'?
Nor could I find get overlapping actors in array actions :(
Hmm, thats strange, it might be a problem of your syntax? Make sure that when you right click you gave "content sensitive" on. It might be the issue.
@@GorkaGames Thanks.
I was stuck for half an hour at 10:10 becuase it wasnt going into my hand. All I had to do was watch a couple more seconds 😆
🤣🤣 It always happens
how to set restrictions on object selection?
I did this method for all my guns and each static mesh has a socket for muzzle flash but how can I get that reference to the socket so when the mesh changes I can spawn the muzzle where it should be
Does this work in a sence that it wont affect same items?
Ho do i set it up with multiple Blueprints instead of only changing the mesh?
I cannot change the parent socket for the Equipped Item. On pickup, the guns appear in the viewport but they are not attached to the character, so they just float in front of the character and do not move where the character looks. How can I fix this?
Why when I put my torch item on my skeleton and then try to take the flaming torch, it takes it without the flame?
hey I'm having a problem where my destroy actor component isn't compiling due to it not being a static mesh component, anyway to fix this?
Hi i followed your tutorial until minute 9.46 from there i'm lost i can't find get item model and get static mesh.. can you help me please or someone else here! Cheers
Hello, can I change the animation of the character when the character picks up the weapon?
what if i want to be able pick up an item only if i had picked up another item .Like pickup but possible only in an order
when i add one more weapon or item to pick up, it starts to stash them all in right hand. Kinda confused
awesome video but you went to fast at some parts.
hi. i did everything the same. but now my static mesh wont appear :)
is there a fix to it?
can someone help me i cant find the get statics mesh 9:54
I made an item and put a light on it, but the light disappears as soon as I equip :(
hi how would you do that with several objects ? thanks
when i try to drag and drop the pickup function it says "This function is not marked as blueprintCallable and cannot be placed in a graph"
need help asap, i created the socket but when i go to look for it in the equipped item it doesnt pop up, whats going on
I cant get the "get static mesh" node at 9:51 !!!!!!!!!
Make sure your Item model is of type static mesh, you maybe have created a skeletal mesh instead
@@GorkaGames oh ok I’ll try that tmr bc it’s almost 4am lol
@@GorkaGames i did checked and it was already on that one. I even re-did it and it still didnt work.
It seems that it has more variables than created in the video and therefore gets a little confused. I have the same problem and have gone through the tutorial 3 times.
The static mesh variable was never created or I'm blind :D
@@devchirurgie4757 same here
I have a problem when i search in parent socket: itemsocket he dont appear i watch the video 12 time so please help!!
can you make 2d pickable items???
Are there also ways to drop the item? 😅😅
What to do if i want the sword in one hand and the cube in the other hand?
ty soo much