Pickup and drop system with physics on UE5

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  • Опубліковано 29 гру 2024

КОМЕНТАРІ • 187

  • @J0BL1N
    @J0BL1N 2 роки тому +44

    if anyone is wondering, you can add a "sequence" after "Event Begin Play" to add multiple items to be picked up and dropped

    • @evensteven4367
      @evensteven4367 Рік тому

      I'm stuck, can you explain further

    • @heavenseek
      @heavenseek Рік тому +5

      ​ @@evensteven4367The Sequence node helped me to get this working:
      We're supposed to build this pick up code in the "BP_ThirdPersonCharacter", starting with an "EventBeginPlay" node, but that's *impossible* due to the fact that there already IS one of those at the existing "Add Input Mapping" section.
      The workaround is to connect that original 'Event BeginPlay' to a Sequence node: Once you set it up, make sure the "Then 0" goes to our new pick-up code, and the "Then 1" connects down to the original "Cast To PlayerController".

    • @TheDay53
      @TheDay53 Рік тому

      @@heavenseek Could you please tell how to do so more specific? Sequence got it, Then 0 got it, but do you mean Then 1 should be connected to where?

    • @heavenseek
      @heavenseek Рік тому +4

      @@TheDay53 The very first node in the ThirdPerson BP (in my 5.1, at least) is the "Add Input Mapping" section, which starts with that much vaunted "EventBeginPlay"---which links directly to it's own "Cast To Player Controller". When we interrupt that wire with the Sequence node, the "Then 1" will re-link to it's "Cast To player Controller" ('Then 0' links to this pickup thing we're doing here).

    • @TheDay53
      @TheDay53 Рік тому +5

      @@heavenseek got it, thank you!

  • @URUC-Official
    @URUC-Official Рік тому +25

    To anyone having a problem picking it up while physics are enabled, Make sure that your Static Mesh is the RootComponent in the blueprint, and not attached to a DefaultSceneRoot. That solved the problem for me:) Great Tutorial!

  • @Levuiii
    @Levuiii 9 місяців тому +15

    At 13:28 you add a "Set Actor Location And Rotation", but this is not necessary at all. Just set the "Detach From Actor" Location Rule, Rotation Rule and Scale Rule to "Keep World". Then it will not teleport upon dropping, but just naturally drop it as if you just let go of it with your fingers.

  • @marcinosgamedev
    @marcinosgamedev 2 роки тому +3

    After 4 videos from 4 different people and the BP not working, I finally found your video and now it works. Thanks a lot.

  • @Nafrax
    @Nafrax 2 роки тому +6

    probably the best tutorial for picking up/ dropping items not to mention that the code is easy to understand. other tutorials have unnessecary code and seem to overcomplicate things

  • @nicheva417
    @nicheva417 2 роки тому +5

    You have no idea how long I’ve been looking for this tutorial. Thanks bro.

    • @LocoDev
      @LocoDev  2 роки тому +1

      haha now you found it!

  • @Reza.AhooRa
    @Reza.AhooRa 3 місяці тому +1

    This was the best video I've ever seen from Enreal Engine❤

  • @evensteven4367
    @evensteven4367 Рік тому +2

    I'm doing this in first person, this is the only tutorial that worked, thank you so much

  • @ddave1048
    @ddave1048 8 місяців тому +1

    Thank you, yes. OMG. I have been stuck trying to do this for 3 weeks. You are a life saver. Thank you.

  • @Josh-ld2eh
    @Josh-ld2eh Рік тому +4

    @6:53 get pistoloverlap doesnt show the same for me it says target then a box that says self and pistol overlap. I cant connect them because it says 'object reference is not compatible'.

  • @Gersendai
    @Gersendai Рік тому +1

    Thank you! This has been something ive been struggling finding a proper tutorial for!
    Now I can use this however I need :3

  • @derf0007
    @derf0007 2 роки тому +1

    Finally, someone who got this working for 5.1 without bugs! Thank you! Subbed!

  • @mateuszkulis9794
    @mateuszkulis9794 Рік тому +2

    for posterity, if your player is already using event begin play add Sequences in blue prints

  • @tbb1985
    @tbb1985 Місяць тому +1

    i had the issue, the player could not collect the item.
    The solution was the "Event begin play". It already exists and is connected with other functions.
    I tried to copy it, but it didn´t work though.
    Solution: simply connect the existing "Event Begin Play" directly to the the "Get All Actors of Class" from this tutorial.
    It worked for me.
    Thanks for your video. I used it with a collectable lantern, that you can pick up, light the rooms, and put it down when i needed to fight...

  • @Gaufrette_FR
    @Gaufrette_FR 7 місяців тому +3

    Hi! your tutorial is really good but I'm trying to make a Multi game. How can I replicate the system you created?

  • @chronickev_
    @chronickev_ 8 місяців тому +3

    This system works perfectly when single player but In multiplayer I can only get the item to pickup on one screen and it stays in the starting place on the other screen (they aren't synced). I tried to replicate it the same way I've been replicating everything else but have no success. Is there anyway someone can help?

  • @dimkasnusmumrik2548
    @dimkasnusmumrik2548 10 місяців тому +1

    Good lesson, but how can I adapt this for other subjects? It is impossible to repeat all this for each subject separately.

  • @jonbv2434
    @jonbv2434 Рік тому +1

    starting at 10:05, did not mentioned or show how it was been fixed.

  • @MilanKarakas
    @MilanKarakas Рік тому

    Really cool tutorial. Recently began to play (again, after many years) Doom. This reminds me of this game. Just the difference is once picked up, it is in backpack, then we can choose which weapon to use, depending of ammo.

  • @zhulisclips
    @zhulisclips 2 роки тому +1

    the only tutorial that i could find that worked! thanks so much

    • @LocoDev
      @LocoDev  2 роки тому

      glad it worked !!

  • @manofflorida
    @manofflorida Рік тому +3

    At 7:04, I am unable to get the static mesh. I have saved and compiled both the character and item blueprints. The only thing I can think of is that I was unable to set a new event begin play, so attached the line of code to the end of the existing one. That is likely what is messing it up but I don't know how. Any feedback appreciated

    • @manofflorida
      @manofflorida Рік тому

      Update: I have fixed the event begin play issue using a sequence node, but the issue persists.

    • @corrohsivegaming7077
      @corrohsivegaming7077 Рік тому

      same issue, I just don't have get static mesh when trying to add it as a node. Did you get it resolved ever?

    • @auroradickerson339
      @auroradickerson339 Рік тому

      I was having the same issue, but then i read another comment saying that you have to make a blueprint from the static mesh itself (not making a blueprint, and then adding the mesh in the viewport). when you do it this way, the default root will be called static mesh, which is what you end up adding in the event graph. i have found that the code will not function properly if you don't set up the blueprint this way.

    • @g-wiz8274
      @g-wiz8274 5 місяців тому +1

      @@auroradickerson339 that's so stupid..but thanks

  • @JamalAlmontaser-x8n
    @JamalAlmontaser-x8n Рік тому +4

    Hey thanks for the great tutorial, and it work perfectly. I just have one question, if i wanted to make it launch a couple feet in front of the player how would I do that?

    • @LocoDev
      @LocoDev  Рік тому +1

      To achieve that, you can follow these steps:
      1. Get the trace end vector output pin, which can be found on the trace line.
      2. Obtain the location of your character mesh using the appropriate node.
      3. Use the "vector distance" node to calculate the distance between the trace end vector and the character mesh location.
      4. Based on the value obtained from the "vector distance" node, determine whether to launch the character forward or backward.
      5. If the distance value suggests launching forward, use the "launch character" node to propel the character in that direction.
      6. If the distance value suggests launching backward, use the "launch character" node to move the character in the opposite direction.
      By following these steps, you should be able to achieve the desired effect of launching the character either forward or backward based on the calculated distance.

  • @nakedsingularity
    @nakedsingularity 2 роки тому +1

    Thank you for the tutorial, been searching for it for a long time.

  • @MIGITO
    @MIGITO Рік тому +2

    It doesn't seem to want to pick up the items

  • @yudiarsana5383
    @yudiarsana5383 Рік тому +1

    my character cant pick up the pistol eventho the branch is already false 10:48 help plz

  • @CroissantEdit
    @CroissantEdit Рік тому +1

    I got a error:
    Blueprint Runtime Error: "Accessed None trying to read property Pistol". Node: QBranch Graph: Q EventGraph Function: Q Execute Ubergraph BP Third Person Character Blueprint: QBP _Third Person Character

    • @kirkg9644
      @kirkg9644 10 місяців тому

      any fix on this? im having the same issue.

  • @solideogloria5553
    @solideogloria5553 Рік тому +3

    Great tut! though i still have this odd bug unfixable and dont know why: the attach visual won't work for me, just like you vid, i set simulate physics default to be true, then set it to false (successfully set , cos i can see a print string during play) before attach, but the mesh is still not attaching. any idea?

    • @LocoDev
      @LocoDev  Рік тому

      is the gun in the world? did you get the right name of the socket of the mesh?

  • @theunknown1252
    @theunknown1252 20 годин тому

    so i use ue5.5 and i've tried to implement the same logic for a project of mine, but i have a problem. The logic goes like this. on left mouse button pressed, shoot line trace by channel and on hit that implements interface, set simulate physics to false and attatch actor to component. on release of left mouse button, set simulate physics to true and detach from actor. it works fine. but only once. the second time (as soon as the simulate physics is set to true the first time) the object will not change location no matter what. i've tried set actor location and it didnt move at all. it just enables and disables the physics simulation without moving the object. any idea on how to fix that? i've tried so hard yet no solution. i've thought that it might be a bug in ue5.5 but im not sure. any help would be highly appreciated!

  • @narrgamedesigner2747
    @narrgamedesigner2747 2 роки тому +4

    What's a good way to pick-up and drop more objects in the environment. Tried to set a number to an array but has not worked. But otherwise, I agree with other comments about it not being too much of a hassle. I am using Poke balls as an easter eggs to throw around in the level. But I am only picking up one of them. I want the option to drop and pick up the other.

    • @gazchad
      @gazchad Рік тому +1

      I replaced the Get (a copy) array section with OnComponent BeginOverlap (CapsuleComponent) -> Cast to BP_Pistol -> Set Pistol
      And then i also set the relative scale 3d and material after that so they don't reset after you pick them up

  • @Fernandosteffens
    @Fernandosteffens 2 місяці тому

    poderia fazer um video de como carregar uma caixa e depois dropar pra poder subir nela?

  • @liamfox5089
    @liamfox5089 Рік тому +2

    Hey I was having trouble at 5:21 went I went to put in Event begin play it just took me to the other one on the third person and I could not spawn it any thoughts?

  • @aryavanyaceramics1983
    @aryavanyaceramics1983 6 місяців тому

    If the character wasn't walking properly after picking up the pistol for the second time, change the "set collision enabled" node to physics only.

  • @Sualojaonline-w6i
    @Sualojaonline-w6i 10 місяців тому

    how was the item outputs created at minute 12:03 please help me

  • @helenzhang01
    @helenzhang01 Рік тому

    Thank you for making this tutorial. Love it.

  • @Renga-i1m
    @Renga-i1m 5 місяців тому

    when i import the gun it comes in many pieces how do i fix this ?

  • @OfficialFutureRoyale
    @OfficialFutureRoyale 2 роки тому +2

    I'm at 7:15 and I can't get a static mesh, I'm using the first person weapon for this, do you know of any fixes?

    • @LocoDev
      @LocoDev  Рік тому +1

      hmm, maybe try compiling other blueprints

    • @OfficialFutureRoyale
      @OfficialFutureRoyale Рік тому

      @@LocoDev I ended getting it fixed and it works perfectly now :) I just restarted, I also didn't end up using the 1st person weapon, but do you know how I could get it to be picked up like a static mesh?

    • @LocoDev
      @LocoDev  Рік тому +1

      @@OfficialFutureRoyale from the content browser, drag and drop the static mesh to the Char BP event graph, you're going to get the node

    • @OfficialFutureRoyale
      @OfficialFutureRoyale Рік тому +1

      @@LocoDev there seems to be no static mesh for the 1st person weapon, but I dropped the BP for it into the Char BP event graph

  • @Masked721
    @Masked721 Рік тому +2

    Instead, could you use right click to drop it?

  • @zonerda
    @zonerda Рік тому +1

    Hello nice tutorial ! except my item starts fall of the hand after picking up and flying kinda 😀

  • @DinoLarn
    @DinoLarn Рік тому

    for me after attach collapse nodes thing it didnt work branch with attachpistol it worked when i put drop input action to detach from actor but when i try to make so it can fall(Set actor location and rotation) it also didnt work please help

  • @TREEBXY
    @TREEBXY Рік тому +1

    i'm getting a blueprint runtime error after trying to pick my item up, it's saying "accessed none trying to read property" i have no clue what to do

    • @LocoDev
      @LocoDev  Рік тому +1

      The "Accessed None trying to read property" error typically occurs when your code or blueprint is trying to access an object or property that is not valid or does not exist. This can happen if the object was not properly initialized or if it has been deleted.
      Drag and drop the blueprint to the world and try again let me know if it works
      You can also use the spawn actor from class then choose the blueprint of the pistol

  • @niaaxwoll8051
    @niaaxwoll8051 Рік тому +1

    After I picked up the gun for the second time, it caused the character to jump back too much. What could be the problem?

    • @LocoDev
      @LocoDev  Рік тому

      The pistol might have spawned with the wrong collision presets

  • @Mike-mk7ct
    @Mike-mk7ct Рік тому +1

    Hey, first of all, great videos and very well explained. The link to download (Google drive) the gun does not work. File not available ;-(. Can you fix that?

    • @LocoDev
      @LocoDev  Рік тому

      I'll try to, but you can try searching it on sketchfab

  • @Eren-Yeager51
    @Eren-Yeager51 Місяць тому

    When I drop the something it disappears I still van get it from the same place but it disappear so please answer me

    • @LocoDev
      @LocoDev  11 днів тому

      I've made a new system: ua-cam.com/video/SewKIpzICyc/v-deo.html&t

  • @Zedrart
    @Zedrart 6 місяців тому

    dosent let me pick up just says accessed none trying to read properly pistol, so idk what I did wrong lol

  • @laszlofekete8405
    @laszlofekete8405 Рік тому +1

    Hello, that was a realy good tutorial. Thank you! Can you make a video where the player can deattach a car door and attach it back? (or engine or anything to something)

  • @adriandeoliveirabarros900
    @adriandeoliveirabarros900 Рік тому +2

    I can only collect the last object added to the scene

    • @LocoDev
      @LocoDev  Рік тому +1

      which part of video

    • @adriandeoliveirabarros900
      @adriandeoliveirabarros900 Рік тому +2

      @@LocoDev I wanted to make a mechanic to pick up an item and when I went to pick up another item in the scene, the one that was already with the character would automatically drop. Allowing you to pick up only 1 item at a time as in some horror games, could you make a video with this mechanic?

    • @LocoDev
      @LocoDev  Рік тому +1

      ​@@adriandeoliveirabarros900 you mean pick different weapon system, yeah I can make a tutorial, but this should be fairly easy,

    • @LocoDev
      @LocoDev  Рік тому +1

      @@adriandeoliveirabarros900 just detach the current weapon and attach the other

    • @adriandeoliveirabarros900
      @adriandeoliveirabarros900 Рік тому +1

      @@LocoDev yes i really can't do this and i'm going crazy for not doing something so simple, any help would be greatly appreciated

  • @islandonlinenews
    @islandonlinenews Рік тому

    anyone know how to throw the object?

  • @Zinkquer
    @Zinkquer 14 днів тому

    you got any idea on how to have it work on all actors of that class with a tag

    • @LocoDev
      @LocoDev  11 днів тому

      Sorry, have what work?

    • @Zinkquer
      @Zinkquer 11 днів тому

      @LocoDev so instead of picking up every physics object you can only pick them up if they share a tag

  • @uzumakigyo1324
    @uzumakigyo1324 3 місяці тому

    Does anyone know how I would do this with (look / linetrace) instead of box collisions? they are so clunky xD

  • @avenbontrager9253
    @avenbontrager9253 Рік тому

    at min 6:47 i dont get the pistol overlap

    • @LocoDev
      @LocoDev  Рік тому

      Compile your pistol bp

  • @SSI-kg5ks
    @SSI-kg5ks Рік тому

    When I drop the object after picking it up I can pick it back up again without colliding with it, does anyone have a solution to this?

  • @dark11demon11
    @dark11demon11 Рік тому

    my problem is that when I drop a physic item, it sometimes goes through the floor. If I activate CCD, it won't go through but will dance crazily, fly, rotate...

  • @FreeRadical666
    @FreeRadical666 4 місяці тому

    Very Useful. Thanks A lot

  • @truegamer2819
    @truegamer2819 11 місяців тому

    i dont have Static mesh its not in my list 7:03 so what do i do?

    • @Sualojaonline-w6i
      @Sualojaonline-w6i 10 місяців тому

      se você estiver usando skeleton mesh não irá conseguir encontrar a staticmesh

    • @LocoDev
      @LocoDev  6 місяців тому +1

      You might be able to convert a skeletal mesh to static mesh!

  • @LambVisionStudios
    @LambVisionStudios 8 місяців тому

    Where do I plugin in 5.4 there is already an event begin play there for the controller movement

    • @LocoDev
      @LocoDev  7 місяців тому

      You can add a sequence to connect multiple codes and execute them all in a sequence.

  • @TheWeeky
    @TheWeeky 2 роки тому +1

    I put a print sting at the very end of the chain and it even says "pistol attached" (what i wrote there) but still the pistol is on the ground and not on my character

    • @TheWeeky
      @TheWeeky 2 роки тому +1

      Finally a fix that took me less than a hundred years to do : I think the issue is that i created a blueprint for the pistol and THEN put all the meshes inside, decided to follow you step by step and right click on the mesh and create a blueprint from it, did all the needed changes for the "new" additions and it finally works, pistol goes to the socket of my character

  • @almicc
    @almicc Рік тому

    holy crap that pistol is huge

    • @almicc
      @almicc Рік тому

      holy crap the gun weighs 40kg, too!

  • @laraconsatti9016
    @laraconsatti9016 2 роки тому +2

    you're awesome man, come to brazil

    • @jessplaysfs5214
      @jessplaysfs5214 2 роки тому +1

      Hiya does that work for unreal engine 4 as well btw very nice tut I have been looking for something. that actually explain how it's done and u have done that thanks

    • @LocoDev
      @LocoDev  2 роки тому +1

      @@jessplaysfs5214 thanks for the comment. Yes it will work, just use the ue4 mannequin for creating the sockets instead of the ue5 :)

  • @berkemkarakaya3276
    @berkemkarakaya3276 8 місяців тому

    I can pick up the rock but can not let go, do you have any solutions

    • @LocoDev
      @LocoDev  7 місяців тому

      You can join our discord

  • @GaMerTriXxx
    @GaMerTriXxx Рік тому +1

    cant have more than 1 event beginplay in my blueprint what do i do

    • @LocoDev
      @LocoDev  Рік тому

      use a node called "sequence"

    • @LocoDev
      @LocoDev  Рік тому

      or hold left mous button and press S

    • @GaMerTriXxx
      @GaMerTriXxx Рік тому

      @@LocoDev Im already using a sequens for a crosshair any other solution?

    • @LocoDev
      @LocoDev  Рік тому

      @@GaMerTriXxx add a pin in the sequence node

    • @GaMerTriXxx
      @GaMerTriXxx Рік тому

      @@LocoDev First off thanks for the quick answer it works now, theres just one thing i dont get cause when i pick up the gun it picks it up in the wrong angle and not the angle that i laid the gun in the characters hand any idea?

  • @SSI-kg5ks
    @SSI-kg5ks 11 місяців тому

    works but why is it when I duplicate the object I can't pick up the duplicate?

    • @dimkasnusmumrik2548
      @dimkasnusmumrik2548 10 місяців тому

      I have the same question. Did you find the answer?

    • @SSI-kg5ks
      @SSI-kg5ks 10 місяців тому

      @@dimkasnusmumrik2548 the reason is because the duplicate of the object is acting as another blueprint, which can be seen when you want to see the blueprint running when testing. So because of this, the code is looking for the original static mesh and other components, not the blue print. There’s another tutorial which allows you to use duplicate and pick up but you can’t drop the item :/ hope it helps :)

  • @TheDay53
    @TheDay53 Рік тому +1

    Thank you! That's what I need

  • @rafaelbraga3d
    @rafaelbraga3d 10 місяців тому

    Awesome tutorial! Thanks a lot. Is this aproach more memory efficient than using Physics Handle?

    • @LocoDev
      @LocoDev  10 місяців тому

      I'm not sure, but it should be memory efficient.
      I've never used Physics handle before.

  • @ridgebingaman3848
    @ridgebingaman3848 Рік тому +1

    It isn't working for me. An error comes up that says nothing was found when trying to find my object variable. I noticed that when you create your pistol object variable, it has the blueprint icon next to it. No matter what I do I can't seem to get any object variable to do that. Any thoughts?

    • @LocoDev
      @LocoDev  Рік тому

      what part of the tutorial?

    • @ridgebingaman3848
      @ridgebingaman3848 Рік тому

      @@LocoDev At 5:44 you promote the copy to a variable and it shows up as an object type variable. I looked up documentation and it seems like it should do that but for me it doesn't show the blueprint icon and it returns "none" when I run it.

    • @ridgebingaman3848
      @ridgebingaman3848 Рік тому +1

      And 12 hours of trying later I realized I still had the mesh of the object in my level, not the blueprinted one... No wonder it kept returning "None"... Well thanks for your tutorials, they're great!

    • @LocoDev
      @LocoDev  Рік тому +1

      @@ridgebingaman3848 oh, great. The BP needs to be in the world, you can also use spawn node to spawn ur BP I. The world so you don't need to place it In the world before:)

  • @ekveel4538
    @ekveel4538 2 роки тому +1

    First of all, thanks!
    I got some questions tho...once you turn on physics and the item lays on the ground, how would you pick it up again.
    Because for some reason I cant pick up a physics actor again. It will only pick up objects which have physics turned off.
    Also is there a way to make the item drop straight on the ground and not with the force of the character moving and flying off somewhere else?

    • @LocoDev
      @LocoDev  2 роки тому +1

      The physics can be turned either on or off When the Umbrella (actor) is on the ground
      Before picking up, turn off physics if it's on. >> Set simulate physics and reference the umbrella on the target I think.
      You want the item from your hand to be dropped straight to the ground, I would calculate the current Z velocity which is the value that shows the current height regardless of where the character is.
      Calculate your character Z Velocity and get the location of the umbrella and detach it from your character but before subtract the z value by the value of the current value of the character.
      Or a better way to do this would be with a line trace pointing straight down. Then on the node of the line trace I would get the hit location of where the line trace hitted and use this information to use it on the location of detach node.

    • @LocoDev
      @LocoDev  2 роки тому +1

      In this case a line trace would be perfect for this, I recommend you study about line traces, it's pretty useful for most coding process in general.
      ua-cam.com/video/yBmPxGHu3uo/v-deo.html
      docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Tracing/HowTo/SingleLineTraceByChannel/

    • @ekveel4538
      @ekveel4538 2 роки тому

      @@LocoDev Thanks a lot!

  • @daisylassie280
    @daisylassie280 Рік тому +1

    Great Tutorial 🎉 many thx

  • @alhusseinali
    @alhusseinali Рік тому +1

    Perfect

  • @Master_Poizan
    @Master_Poizan Рік тому

    Hey Loco, Great video followed it through works great as well lol. Now, as after this I started to implement throw system it seems to be working like idk goes all over the place. Could you give me a few pointers to right direction haha thanks and keep making videos!

  • @mojiacademy9400
    @mojiacademy9400 Рік тому +1

    Good one I really enjoy it ♥️

  • @litenfe8198
    @litenfe8198 2 роки тому +1

    very talented guy i love that guy, наркотик!!!!

  • @Miraskede
    @Miraskede Рік тому +1

    is it possible to add multiple Items? It doesn't look good if i remake this code everytime for every item. Can i put this code in every Item Blueprint i want to?

    • @LocoDev
      @LocoDev  Рік тому

      If you want to obtain specific items, you can try learning how to use tags and tag the items that you want to be able to pick up. If you want to obtain multiple items, you need to write some code to first check whether the last item you picked up is already in your hand, before attempting to pick up a new item.

    • @Miraskede
      @Miraskede Рік тому

      @@LocoDev hey thanks. Are you maybe able to make a new tutorial with line traces (so i have to look at it to obtain the item)

  • @TehDoCh
    @TehDoCh 11 місяців тому

    Can this also work in ue4?

  • @FuriousAnim
    @FuriousAnim Рік тому

    Hey, im having an issue. So the tutorial worked, but once i drop the object, then try to pick it up again, the object disappears. Do you know what is causing this?

    • @LocoDev
      @LocoDev  Рік тому

      It is probably being spawned somewhere else? there could be many things, try to share the code on my Discord server.

  • @emptybruh
    @emptybruh Рік тому +1

    Mine is a skeletal mesh and it just doenst work

    • @LocoDev
      @LocoDev  Рік тому

      try exporting it to blender and import it back as static mesh maybe

    • @emptybruh
      @emptybruh Рік тому

      @@LocoDev Yeah, but I need it to be skeletal since I have animations on it. It gets attached to component but not on correct socket and it doesnt disappear from the ground, I suspect it just attaches and stays there unable to follow the character

    • @emptybruh
      @emptybruh Рік тому +1

      @@LocoDev I fixed it, if anyone is having issues with skeletal mesh what you have to do is go to create blueprint class Actor, then add skeletal mesh and then drag that skeletal mesh on top of scene root that automatically generates inside of actor bp, that way you will replace it and enable the sk mesh to stick to your characters sk mesh

    • @LocoDev
      @LocoDev  Рік тому

      @@emptybruh nice

    • @mrtooth97
      @mrtooth97 Рік тому

      @@emptybruh Хочу добавить что тоже столкнулся с такой проблемой, можно из к Parent вызвать get actor owner component и указать туда скелетал мэш (use translate)

  • @stefanschule3627
    @stefanschule3627 Рік тому

    Hi LocoDev,
    Thanks for for your great work!
    I followed your tutorial one by one but I have one issue. The 'Event BeginPlay' is already used by the Input Mapping. I can't get two of them and I think that's the reason why it is not working.
    Do you have any Ideas what I can do?
    Thanks

    • @LocoDev
      @LocoDev  Рік тому +1

      If the 'Event BeginPlay' is already used by the Input Mapping, you can try the following solutions:
      Rename the Input Mapping Event: You can go to the Input Mapping Event and rename it to something else that is not already used by the 'Event BeginPlay.' This should allow you to use the 'Event BeginPlay' for your purpose.
      Use a different Event: If you can't rename the Input Mapping Event, you can use a different event that is not already used by the Input Mapping. For example, you can use the 'Event Tick' or 'Event ActorBeginOverlap' events.
      Combine Events: If you need to use both the 'Event BeginPlay' and the Input Mapping Event, you can try to combine them into one function. You can create a new custom event, and then call the 'Event BeginPlay' and the Input Mapping Event from within that custom event.
      Use Blueprint Interfaces: If you need to have multiple events in your Blueprint, you can try using Blueprint Interfaces. A Blueprint Interface allows you to define a set of events that can be implemented by any Blueprint that uses that interface. You can create a Blueprint Interface that includes both the 'Event BeginPlay' and the Input Mapping Event, and then implement that interface in your Blueprint.

  • @Fabi_1987
    @Fabi_1987 2 роки тому +1

    i can´t get Pistol Overlap!?!

    • @LocoDev
      @LocoDev  2 роки тому

      Compile and save your BP_pistol yellow first

    • @nxxyxddxxr4832
      @nxxyxddxxr4832 2 роки тому

      Same here

  • @kotsuknack
    @kotsuknack 9 місяців тому +1

    thank you for tutorial 🥹

    • @LocoDev
      @LocoDev  9 місяців тому +1

      You're welcome !

  • @pixelatedsmoke
    @pixelatedsmoke 7 місяців тому

    Awesome tutorial

    • @LocoDev
      @LocoDev  7 місяців тому

      Thank you! Cheers!

  • @sebasclavijo4037
    @sebasclavijo4037 Рік тому +1

    this is great, exelent work, how you explain is incredible,
    i have a small problem after i pick up the gun the character does not walk properly, is only me? or did mess something lol

    • @ssuversa
      @ssuversa Рік тому

      yeah i have a similar problem too, the controles just bug

  • @skeletonponcho8052
    @skeletonponcho8052 Рік тому

    Awesome tutorial. Trying to make it so the player is able to pick up the same actor in both hands at the same time (just the actor place in the world twice). There seem to be some priority issues as when I have the same actor in the world twice only one can be picked up? Do you have any idea what might be happening?

    • @LocoDev
      @LocoDev  Рік тому

      Can you send me your code though my discord? I've never had such error

    • @skeletonponcho8052
      @skeletonponcho8052 Рік тому

      Just to make it a bit more clear hehe, the issue boils down to that whenever I have more than one copies of the actor in the scene, only the latest placed actor is "pick up-able". I have unchecked "consume input" on my action-event (keypress E).

  • @alhusseinali
    @alhusseinali Рік тому

    Can I use this for different items I mean it's ok now I can pick up a pistol but can I use this blueprint to pic up a box for example ? cuz I tried to duplicate the blueprint and changed the static mesh from pistol to box but it didn't work!

    • @dimkasnusmumrik2548
      @dimkasnusmumrik2548 10 місяців тому

      I have the same question. Did you find the answer?

    • @alhusseinali
      @alhusseinali 10 місяців тому

      No. but I found another way to do it
      @@dimkasnusmumrik2548

  • @harunashiobana
    @harunashiobana 7 місяців тому

    😭😭😭 doesn't work because "event beginplay" is already used, its a basic code for fonctional the game i believe.. and i don't know what i do (sorry my english)

  • @Deleted328
    @Deleted328 2 роки тому +1

    Amazing

  • @arfolito
    @arfolito Рік тому +1

    I got!

  • @PrimeMongraal27
    @PrimeMongraal27 9 місяців тому

    THANK YOU!!!🥰

    • @LocoDev
      @LocoDev  9 місяців тому +1

      Any time!

  • @rasbe7210
    @rasbe7210 Рік тому +1

    Thank yo

  • @davidquee8728
    @davidquee8728 7 місяців тому

    Sorry, the file you have requested does not exist.

  • @olivermarden2433
    @olivermarden2433 2 роки тому +1

    Hi LocoDec, very nice tutorial, thankyou. I don't suppose you would be able to show me how to do this with a linetrace? I have tried to combine your tutorial with another tutorial and made my own blueprint to attach items to character sockets, however when Simulate Physics is enabled on the objects, they no longer react to the player? ua-cam.com/video/O-JykXxxRjI/v-deo.html I've been asking everywhere for help so i figured I might ask here as well!

    • @LocoDev
      @LocoDev  2 роки тому

      what do you mean by react to the player? did you try checking the option "mass"?

    • @olivermarden2433
      @olivermarden2433 2 роки тому

      @@LocoDev thankyou for the response. I've uploaded a video to demonstrate: ua-cam.com/video/MgcoMLMwzrg/v-deo.html (Mass is checked and set to 40)

    • @LocoDev
      @LocoDev  2 роки тому +1

      @@olivermarden2433 reach me out on discord Fabiano#8438 I can probably solve your issue

    • @igmap3892
      @igmap3892 2 роки тому

      are this problem already solved? i already following 3:18 too, when i check simulate / and mass, the object not moving, but when i uncheck both of them, i can move the object

    • @olivermarden2433
      @olivermarden2433 2 роки тому

      @@igmap3892 Hi, for me it was an issue with the 'sceneroute'. My actor was the child of another actor and i think the parent actor's physics was overriding the physics of the one i wanted to use. If not that just look at the physics of your scene route and perhaps make your mesh obect the route of the scene in the bp. If this doesnt make sense just lemme know and ill try and explain it better

  • @tylercooper7396
    @tylercooper7396 Рік тому +2

    Don’t know what you did because you clipped it out lol but I cant add a second event begin play

    • @LocoDev
      @LocoDev  Рік тому +1

      Add sequence node after event begin play, then you can use the second pin

  • @Sualojaonline-w6i
    @Sualojaonline-w6i 10 місяців тому

    how was the item outputs created at minute 12:03 please help me?