How to Make a Simple Pick Up System in Unreal Engine 5 - Beginner Tutorial

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  • Опубліковано 23 лис 2024

КОМЕНТАРІ • 243

  • @GorkaGames
    @GorkaGames  Рік тому +7

    ↪Just opened my NEW DISCORD join NOW! bit.ly/GorkaGamesUA-camDiscordServer

  • @Baleur
    @Baleur 2 роки тому +40

    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.

    • @GorkaGames
      @GorkaGames  Рік тому +7

      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

    • @arnausis
      @arnausis Рік тому +11

      @@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.

    • @RickHenderson
      @RickHenderson Рік тому +1

      @@arnausis Definitely worth a try.

    • @NeatWolf
      @NeatWolf 10 місяців тому

      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.

    • @ferael0013
      @ferael0013 10 місяців тому

      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

  • @peachbytes
    @peachbytes Рік тому +40

    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.

    • @isocnt
      @isocnt Рік тому +1

      thank youuu ❤

    • @cryptokimo7558
      @cryptokimo7558 11 місяців тому

      Thanks, I was struggeling with this :) Merry Christmas.

    • @ScropperFTW
      @ScropperFTW 11 місяців тому

      wise man ty

    • @rarisninja461
      @rarisninja461 10 місяців тому

      Thank you so much

    • @baryafe
      @baryafe 9 місяців тому +1

      if i did click the eye, still don't see it. any idea?

  • @GemGameDev
    @GemGameDev Рік тому +4

    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!!

  • @mrredeef
    @mrredeef 10 місяців тому +7

    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

  • @dannybubu1230
    @dannybubu1230 Рік тому +12

    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

  • @anonymuser6996
    @anonymuser6996 10 місяців тому +6

    9:48 : dont need to have a " get static mesh" node, and just connect the " item model" to the "set static mesh" node

    • @Morax
      @Morax 8 місяців тому

      I tried this but it won't let me connect the two. I had to add the "get static mesh" node

    • @timelordst
      @timelordst 7 місяців тому +1

      @@Morax having the same issue. after GET ITEM MODEL, can't find GET STATIC MESH.
      any idea what might cause this issue?

    • @jonathanbale8047
      @jonathanbale8047 6 місяців тому

      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.

    • @homelessboi4208
      @homelessboi4208 3 місяці тому +1

      @@jonathanbale8047 might be a little late but this helped so fucking much bro

    • @jonathanbale8047
      @jonathanbale8047 3 місяці тому

      @@homelessboi4208 Your so welcome 🙏

  • @ShayanHosseini-f5w
    @ShayanHosseini-f5w 3 місяці тому

    extremely in-efficient way of doing this

  • @Baleur
    @Baleur 2 роки тому +9

    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.

    • @IllGib
      @IllGib Рік тому

      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.

    • @edodemerzel7032
      @edodemerzel7032 Рік тому

      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?

  • @oddi91
    @oddi91 Рік тому

    this helped. me and my friends are making a game thats a little like souls games.

  • @RickHenderson
    @RickHenderson Рік тому +1

    Man I came here to find out how to make a flaming torch -> Gets it from marketplace :) Nice tutorial though.

    • @baryafe
      @baryafe 9 місяців тому

      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

  • @CostaGeo6683
    @CostaGeo6683 2 роки тому +6

    These tutorials are amazing, simple and quick 💚

    • @GorkaGames
      @GorkaGames  2 роки тому +3

      Thank you man!! You are the best 🙏

  • @yatziriizel
    @yatziriizel 7 місяців тому +1

    Does anyone know how to add back the construction script??? I'm having major trouble now

  • @bladerz1191
    @bladerz1191 Рік тому +4

    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?

    • @joshuahorton7936
      @joshuahorton7936 Рік тому +1

      i want to know this too

    • @kevinvonbriel
      @kevinvonbriel Рік тому

      Guess its kind of retargeting a Blueprint Actors Position to the sockets Position

  • @lifeasneil
    @lifeasneil Рік тому

    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?

  • @wrichards123
    @wrichards123 2 роки тому +1

    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

    • @GorkaGames
      @GorkaGames  2 роки тому

      hmm, have you seted up the static mesh correctly in the player?

    • @wrichards123
      @wrichards123 2 роки тому

      @@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

  • @moneyman4898-
    @moneyman4898- 2 роки тому +4

    thanks for these tutorials, super helpful!

    • @GorkaGames
      @GorkaGames  2 роки тому +1

      Im glad you find them usefull!!

  • @Baleur
    @Baleur 2 роки тому +3

    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?

    • @GorkaGames
      @GorkaGames  Рік тому +3

      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

  • @caseynarrates1796
    @caseynarrates1796 Рік тому

    Super helpful! Thank you so much. All your videos have been awesome!

  • @shadowrodney
    @shadowrodney Рік тому

    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 ^^

  • @katalisk12
    @katalisk12 10 місяців тому

    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!

  • @ArdPlayerChannel
    @ArdPlayerChannel Рік тому +1

    can you make tutorial after i pick up the item and i want to drop the item too

  • @AtahanBurak
    @AtahanBurak 3 місяці тому +1

    Thank you dude

  • @jessplaysfs5214
    @jessplaysfs5214 2 роки тому +2

    Ohoooooo wow thanks so much for making this tutorial I am Gona use it and will let you 😊😊😊

    • @GorkaGames
      @GorkaGames  2 роки тому

      you're welcome!! I hope this is what you were looking for!!

    • @jessplaysfs5214
      @jessplaysfs5214 2 роки тому +1

      @@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

    • @GorkaGames
      @GorkaGames  2 роки тому

      @@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

    • @jessplaysfs5214
      @jessplaysfs5214 2 роки тому +1

      @@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

    • @GorkaGames
      @GorkaGames  2 роки тому +1

      @@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?

  • @glatze_-.-
    @glatze_-.- Рік тому +3

    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

    • @mendax5259
      @mendax5259 9 місяців тому +1

      its the name of your variable

  • @srawdawg6188
    @srawdawg6188 Рік тому

    Excellent, Gorka, Thank you!

  • @RickHenderson
    @RickHenderson Рік тому

    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.

  • @tylercooper7396
    @tylercooper7396 Рік тому

    You’re awesome everything worked! But could you help me with specific details on how to drop the item? Whenever you have the time!

  • @wolfiedgr8t
    @wolfiedgr8t 2 роки тому +2

    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.

    • @GorkaGames
      @GorkaGames  2 роки тому +2

      yeah definitely in part 2 I will explain it all more in detail 😀

    • @wolfiedgr8t
      @wolfiedgr8t 2 роки тому

      @@GorkaGames great stuff, thanks :)

  • @patitopingobueno
    @patitopingobueno 6 місяців тому

    thank you bro, this helps me a lot :D

  • @Bioshock_84
    @Bioshock_84 Рік тому +1

    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 ?

  • @porrentlyl8078
    @porrentlyl8078 Рік тому

    Nice Tutorial! Could you now explain how i put it down again on a different location

  • @BH-dsk
    @BH-dsk Рік тому +2

    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
      @BH-dsk Рік тому +1

      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.

    • @GorkaGames
      @GorkaGames  Рік тому

      @@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!!

    • @BH-dsk
      @BH-dsk Рік тому +1

      @@GorkaGames Legend, thank you I shall give it a try.

  • @dianamosquera888
    @dianamosquera888 Рік тому

    This tutorial is amazing, thank you.

  • @imkeyi
    @imkeyi Рік тому +1

    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

    • @GorkaGames
      @GorkaGames  Рік тому +1

      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

    • @imkeyi
      @imkeyi Рік тому

      @@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

  • @Дайки
    @Дайки Рік тому +3

    9:52 why i dont have get static mesh?:(
    static mesh component object reference is not compatible with actor object reference((

  • @AresWorlds
    @AresWorlds Рік тому +1

    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

    • @GorkaGames
      @GorkaGames  Рік тому +2

      Yeah exactly. You would need to make a change in the weapon`s behavoiur depending with which static mesh you have equiped

  • @itssupakittytv
    @itssupakittytv Рік тому +5

    My model does not have Item Model 9:45

    • @Kiwi_Stuff
      @Kiwi_Stuff 3 дні тому

      same! Please answer if u have a solution

  • @DailyPaily
    @DailyPaily 2 роки тому +3

    Bien por no usar cast. El sound lo pondria antes del timeline y el destroy en el finished. The ahorras el malevolo Delay

  • @jeffclark9765
    @jeffclark9765 7 місяців тому

    Its you again! Just what i was looking for. Thats it, im scrounging your channel!

  • @etjlewis
    @etjlewis 4 місяці тому +1

    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

    • @anto-hn2gz
      @anto-hn2gz 3 місяці тому

      Yeah, help please with this!

  • @FPChris
    @FPChris Рік тому

    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?

  • @williamminnaar6311
    @williamminnaar6311 Рік тому

    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?

  • @cheemayt1530
    @cheemayt1530 Рік тому +5

    Hey, I can't see the get static mesh from my item model on 9:51
    Any Solution Plese
    🥺
    Thank You.

    • @Дайки
      @Дайки Рік тому +1

      same problem!do you know how to fix this?

    • @hannerikruger7216
      @hannerikruger7216 10 місяців тому

      any chance you remember if you fixed this?

    • @lukashaslwanter9077
      @lukashaslwanter9077 8 місяців тому +1

      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 :)

    • @TheEspada420
      @TheEspada420 5 місяців тому

      Maby it’s in your hand but it’s wrong transformation/ place and it’s out off you sight

  • @creamsoda923
    @creamsoda923 2 місяці тому

    So does this only work if you want to pick up one object at a time and destroy whatever you had before?

  • @j4xk_btw
    @j4xk_btw 10 місяців тому

    Ive used this tutorial for a flashlight and i was wondering how i disable the spotlight and audio before i pick it up

  • @wisemandark_gaming
    @wisemandark_gaming 4 місяці тому

    9:52 Cast to BP item, Get ItemModel ----> GET static Mesh. (i cannot get static mesh and I do not know why.)

  • @omerdiadher4150
    @omerdiadher4150 2 роки тому +1

    Perfectly Working 👏

    • @GorkaGames
      @GorkaGames  2 роки тому

      great Im glad I could help!!

  • @ralferdball5218
    @ralferdball5218 2 місяці тому

    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?

  • @thebustermonkey
    @thebustermonkey Рік тому

    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!

  • @jkeemmTv
    @jkeemmTv Рік тому

    Awesome, do you have video to setup this with Enhanced Input Action system?

    • @katiekaliber
      @katiekaliber Рік тому

      it's the exact same, just connect it to started, not triggered

  • @justinputten6005
    @justinputten6005 Рік тому +1

    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?

    • @hannerikruger7216
      @hannerikruger7216 10 місяців тому

      did you figure it out? I', stuck there now too

    • @justinputten6005
      @justinputten6005 10 місяців тому

      @@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.

    • @neonplay786
      @neonplay786 8 місяців тому +2

      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 :)

  • @WWatson99
    @WWatson99 Рік тому

    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.

  • @edodemerzel7032
    @edodemerzel7032 Рік тому

    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.

    • @edodemerzel7032
      @edodemerzel7032 Рік тому

      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).

  • @M0HaMAD777
    @M0HaMAD777 10 місяців тому

    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❤

  • @TSB191
    @TSB191 Рік тому +2

    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!

    • @user-simon7
      @user-simon7 6 місяців тому

      Hi, did u solve this problem? I have the same situation

    • @user-simon7
      @user-simon7 6 місяців тому

      I made mistake and just didnt conect bp

  • @Kiwi_Stuff
    @Kiwi_Stuff 3 дні тому +1

    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

  • @dinosaurtop
    @dinosaurtop 8 місяців тому

    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.

  • @taniaangelika258
    @taniaangelika258 5 місяців тому

    thankyou so helpful

  • @Jay_BanZ
    @Jay_BanZ 11 місяців тому

    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

  • @HenrikMakesGames
    @HenrikMakesGames 8 місяців тому

    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?

  • @ProfessorNayra
    @ProfessorNayra 2 роки тому +8

    How can i add an animation to actually him to pick up ?

    • @GorkaGames
      @GorkaGames  2 роки тому +6

      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.

  • @gnutsrocknroll
    @gnutsrocknroll Рік тому +1

    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.

    • @GorkaGames
      @GorkaGames  Рік тому

      Yeah it is the asme thing, they changed it in 5.1

  • @kamaelru6938
    @kamaelru6938 6 місяців тому

    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

  • @karamich75
    @karamich75 8 місяців тому

    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

  • @isabelgalvez8065
    @isabelgalvez8065 10 місяців тому

    thank you so much

  • @allen_starr
    @allen_starr Рік тому

    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).

  • @meowmeow_plage6486
    @meowmeow_plage6486 2 роки тому +1

    nice i will need it

  • @larabatech1200
    @larabatech1200 11 місяців тому

    super helpful

  • @asciirory
    @asciirory Місяць тому

    AMAZING

  • @Fabi_1987
    @Fabi_1987 2 роки тому +1

    nice but when i drop the item i want it back on the floor...so someone else can pick it up again

    • @GorkaGames
      @GorkaGames  2 роки тому

      you would need to remove the model from the equipedItem, and then spawn the item`s BP just infron of the player

  • @FreeEntertainerr
    @FreeEntertainerr Рік тому +1

    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?

    • @GorkaGames
      @GorkaGames  Рік тому

      thanks! try to make a small game with very basic features. I have a tutorial on that!

    • @FreeEntertainerr
      @FreeEntertainerr Рік тому

      @@GorkaGames oh ok thank you!

  • @itscoldcoldwinter
    @itscoldcoldwinter 2 роки тому +1

    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

  • @forweon1046
    @forweon1046 Рік тому +2

    ¡Gracias!

    • @GorkaGames
      @GorkaGames  Рік тому +1

      Muchísimas gracias por tu Super Thanks!! Lo aprecio un montón, y me alegro de que el tutorial te haya ayudado!!

  • @nicheva417
    @nicheva417 2 роки тому +1

    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 :(

    • @GorkaGames
      @GorkaGames  2 роки тому

      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.

    • @nicheva417
      @nicheva417 2 роки тому

      @@GorkaGames Thanks.

  • @spaceflier_
    @spaceflier_ Рік тому +2

    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 😆

  • @Crane00
    @Crane00 Рік тому +1

    how to set restrictions on object selection?

  • @magegames6202
    @magegames6202 Рік тому

    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

  • @emptybruh
    @emptybruh Рік тому

    Does this work in a sence that it wont affect same items?

  • @larnus2548
    @larnus2548 Рік тому

    Ho do i set it up with multiple Blueprints instead of only changing the mesh?

  • @bill43208
    @bill43208 Рік тому

    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?

  • @baryafe
    @baryafe 9 місяців тому

    Why when I put my torch item on my skeleton and then try to take the flaming torch, it takes it without the flame?

  • @leejay_0939
    @leejay_0939 Рік тому

    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?

  • @Fedigno
    @Fedigno 26 днів тому

    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

  • @RealPelekito
    @RealPelekito Рік тому

    Hello, can I change the animation of the character when the character picks up the weapon?

  • @sparrow-jm4zf
    @sparrow-jm4zf Рік тому

    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

  • @Rolands_
    @Rolands_ 9 місяців тому

    when i add one more weapon or item to pick up, it starts to stash them all in right hand. Kinda confused

  • @bobjob113
    @bobjob113 8 місяців тому

    awesome video but you went to fast at some parts.

  • @timelordst
    @timelordst 7 місяців тому

    hi. i did everything the same. but now my static mesh wont appear :)
    is there a fix to it?

  • @rubengamer7723
    @rubengamer7723 8 місяців тому +1

    can someone help me i cant find the get statics mesh 9:54

  • @MyrKnof
    @MyrKnof 11 місяців тому

    I made an item and put a light on it, but the light disappears as soon as I equip :(

  • @HadrienBasch
    @HadrienBasch Рік тому

    hi how would you do that with several objects ? thanks

  • @plasma1123-k7e
    @plasma1123-k7e Рік тому

    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"

  • @fredricklindstrom837
    @fredricklindstrom837 Рік тому

    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

  • @gamermanmitchell
    @gamermanmitchell 2 роки тому +3

    I cant get the "get static mesh" node at 9:51 !!!!!!!!!

    • @GorkaGames
      @GorkaGames  2 роки тому

      Make sure your Item model is of type static mesh, you maybe have created a skeletal mesh instead

    • @gamermanmitchell
      @gamermanmitchell 2 роки тому

      @@GorkaGames oh ok I’ll try that tmr bc it’s almost 4am lol

    • @gamermanmitchell
      @gamermanmitchell 2 роки тому +1

      @@GorkaGames i did checked and it was already on that one. I even re-did it and it still didnt work.

    • @devchirurgie4757
      @devchirurgie4757 2 роки тому

      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

    • @ΚωσταςΣειραγακης
      @ΚωσταςΣειραγακης Рік тому

      @@devchirurgie4757 same here

  • @Dad.chilling
    @Dad.chilling 9 місяців тому

    I have a problem when i search in parent socket: itemsocket he dont appear i watch the video 12 time so please help!!

  • @gtb_quarckrel
    @gtb_quarckrel 5 місяців тому

    can you make 2d pickable items???

  • @Alex.Does.Minecraft
    @Alex.Does.Minecraft 3 місяці тому

    Are there also ways to drop the item? 😅😅

  • @galberger3937
    @galberger3937 Рік тому

    What to do if i want the sword in one hand and the cube in the other hand?

  • @FunClipsCenter
    @FunClipsCenter Рік тому

    ty soo much