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

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  • เผยแพร่เมื่อ 8 ก.ค. 2024
  • Hello guys, in this quick and simple tutorial we are going to learn how to create a simple Pick Up system, where you can grab and equip items and weapons from the ground into your character in Unreal Engine 5.
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ความคิดเห็น • 220

  • @GorkaGames
    @GorkaGames  ปีที่แล้ว +7

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

  • @GemGameDev
    @GemGameDev 7 หลายเดือนก่อน +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!!

  • @peachbytes3319
    @peachbytes3319 ปีที่แล้ว +32

    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 10 หลายเดือนก่อน +1

      thank youuu ❤

    • @cryptokimo7558
      @cryptokimo7558 6 หลายเดือนก่อน

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

    • @ScropperFTW
      @ScropperFTW 6 หลายเดือนก่อน

      wise man ty

    • @rarisninja461
      @rarisninja461 5 หลายเดือนก่อน

      Thank you so much

    • @baryafe
      @baryafe 5 หลายเดือนก่อน +1

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

  • @Baleur
    @Baleur ปีที่แล้ว +36

    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  ปีที่แล้ว +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 ปีที่แล้ว +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 ปีที่แล้ว +1

      @@arnausis Definitely worth a try.

    • @NeatWolf
      @NeatWolf 5 หลายเดือนก่อน

      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 5 หลายเดือนก่อน

      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

  • @srawdawg6188
    @srawdawg6188 11 หลายเดือนก่อน

    Excellent, Gorka, Thank you!

  • @caseynarrates1796
    @caseynarrates1796 9 หลายเดือนก่อน

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

  • @dannybubu1230
    @dannybubu1230 9 หลายเดือนก่อน +10

    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

    • @Retro28YT
      @Retro28YT 8 หลายเดือนก่อน +1

      Thankyou!

    • @ajoz_live
      @ajoz_live 7 หลายเดือนก่อน +1

      Thanks alot!

    • @Abzero-mx2pb
      @Abzero-mx2pb 5 หลายเดือนก่อน +1

      holy shit, thankyou

  • @dianamosquera888
    @dianamosquera888 ปีที่แล้ว

    This tutorial is amazing, thank you.

  • @mrredeef
    @mrredeef 5 หลายเดือนก่อน +5

    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

  • @CostaGeo6683
    @CostaGeo6683 ปีที่แล้ว +5

    These tutorials are amazing, simple and quick 💚

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว +2

      Thank you man!! You are the best 🙏

  • @oddi91
    @oddi91 ปีที่แล้ว

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

  • @taniaangelika258
    @taniaangelika258 17 วันที่ผ่านมา

    thankyou so helpful

  • @patitopingobueno
    @patitopingobueno หลายเดือนก่อน

    thank you bro, this helps me a lot :D

  • @lifeasneil
    @lifeasneil 7 หลายเดือนก่อน

    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?

  • @omerdiadher4150
    @omerdiadher4150 ปีที่แล้ว +1

    Perfectly Working 👏

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

      great Im glad I could help!!

  • @moneyman4898-
    @moneyman4898- ปีที่แล้ว +3

    thanks for these tutorials, super helpful!

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว +1

      Im glad you find them usefull!!

  • @FPChris
    @FPChris 8 หลายเดือนก่อน

    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?

  • @RickHenderson
    @RickHenderson ปีที่แล้ว

    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.

  • @anonymuser6996
    @anonymuser6996 6 หลายเดือนก่อน +5

    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 3 หลายเดือนก่อน

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

    • @timelordst
      @timelordst 2 หลายเดือนก่อน

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

    • @jonathanbale8047
      @jonathanbale8047 หลายเดือนก่อน

      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.

  • @shadowrodney
    @shadowrodney ปีที่แล้ว

    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 ^^

  • @mauroariel84
    @mauroariel84 9 หลายเดือนก่อน +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 ?

  • @isabelgalvez8065
    @isabelgalvez8065 5 หลายเดือนก่อน

    thank you so much

  • @Baleur
    @Baleur ปีที่แล้ว +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  ปีที่แล้ว +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

  • @magegames6202
    @magegames6202 ปีที่แล้ว

    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

  • @jeffclark9765
    @jeffclark9765 2 หลายเดือนก่อน

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

  • @Jay_BanZ
    @Jay_BanZ 6 หลายเดือนก่อน

    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

  • @porrentlyl8078
    @porrentlyl8078 ปีที่แล้ว

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

  • @larabatech1200
    @larabatech1200 7 หลายเดือนก่อน

    super helpful

  • @bangzoel7974
    @bangzoel7974 2 หลายเดือนก่อน

    for those who get no item model at 09:45 make sure you name your static mesh to "ItemModel" in BP_Item

  • @RealPelekito
    @RealPelekito 8 หลายเดือนก่อน

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

  • @ArdPlayerChannel
    @ArdPlayerChannel 11 หลายเดือนก่อน +1

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

  • @leejay_0939
    @leejay_0939 ปีที่แล้ว

    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?

  • @dinosaurtop
    @dinosaurtop 3 หลายเดือนก่อน

    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.

  • @thebustermonkey
    @thebustermonkey ปีที่แล้ว

    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!

  • @sparrow-jm4zf
    @sparrow-jm4zf 11 หลายเดือนก่อน

    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

  • @meowmeow_plage6486
    @meowmeow_plage6486 ปีที่แล้ว +1

    nice i will need it

  • @itssupakittytv
    @itssupakittytv ปีที่แล้ว +4

    My model does not have Item Model 9:45

  • @HenrikMakesGames
    @HenrikMakesGames 3 หลายเดือนก่อน

    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?

  • @WWatson99
    @WWatson99 8 หลายเดือนก่อน

    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.

  • @jessplaysfs5214
    @jessplaysfs5214 ปีที่แล้ว +2

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

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

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

    • @jessplaysfs5214
      @jessplaysfs5214 ปีที่แล้ว +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  ปีที่แล้ว

      @@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 ปีที่แล้ว +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  ปีที่แล้ว +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?

  • @HBasch
    @HBasch ปีที่แล้ว

    hi how would you do that with several objects ? thanks

  • @M0HaMAD777
    @M0HaMAD777 5 หลายเดือนก่อน

    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❤

  • @kallasnikov
    @kallasnikov 4 หลายเดือนก่อน

    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

  • @emptybruh
    @emptybruh ปีที่แล้ว

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

  • @edodemerzel7032
    @edodemerzel7032 ปีที่แล้ว

    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 ปีที่แล้ว

      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 th-cam.com/video/qVtoemgM7wI/w-d-xo.html, I used "Set Actor Child Class" function and Actor type for ItemModelToPlace variable (with class reference).

  • @larnus2548
    @larnus2548 8 หลายเดือนก่อน

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

  • @j4xk_btw
    @j4xk_btw 5 หลายเดือนก่อน

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

  • @GustyyOG
    @GustyyOG 7 หลายเดือนก่อน

    ty soo much

  • @Baleur
    @Baleur ปีที่แล้ว +8

    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 ปีที่แล้ว

      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 ปีที่แล้ว

      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?

  • @bladerz1191
    @bladerz1191 ปีที่แล้ว +3

    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 ปีที่แล้ว +1

      i want to know this too

    • @kevinvonbriel
      @kevinvonbriel ปีที่แล้ว

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

  • @imkeyi
    @imkeyi ปีที่แล้ว +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  ปีที่แล้ว +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: th-cam.com/video/WUXvq6At6pE/w-d-xo.html

    • @imkeyi
      @imkeyi ปีที่แล้ว

      @@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

  • @wolfiedgr8t
    @wolfiedgr8t ปีที่แล้ว +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  ปีที่แล้ว +2

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

    • @wolfiedgr8t
      @wolfiedgr8t ปีที่แล้ว

      @@GorkaGames great stuff, thanks :)

  • @minhthongitdev
    @minhthongitdev 7 หลายเดือนก่อน

    i like this

  • @tylercooper7396
    @tylercooper7396 ปีที่แล้ว

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

  • @williamminnaar6311
    @williamminnaar6311 ปีที่แล้ว

    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?

  • @Shwanksy
    @Shwanksy ปีที่แล้ว

    i tried using this with a skeletal mesh nodes instead of static ones because im using it for guns in my game which have skeletal animations etc, i dont have a default mesh option on the right hand side and any places where i should be able to change the mesh end up not doing anything despiter allowing me to choose a mesh, just clears itself, anyone know how i can fix this?

  • @forweon1046
    @forweon1046 ปีที่แล้ว +2

    ¡Gracias!

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว +1

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

  • @glatze_-.-
    @glatze_-.- ปีที่แล้ว +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 4 หลายเดือนก่อน +1

      its the name of your variable

  • @wrichards123
    @wrichards123 ปีที่แล้ว +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  ปีที่แล้ว

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

    • @wrichards123
      @wrichards123 ปีที่แล้ว

      @@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

  • @katalisk12
    @katalisk12 6 หลายเดือนก่อน

    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!

  • @galberger3937
    @galberger3937 ปีที่แล้ว

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

  • @jkeemm
    @jkeemm ปีที่แล้ว

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

    • @katiekaliber
      @katiekaliber ปีที่แล้ว

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

  • @justinputten6005
    @justinputten6005 ปีที่แล้ว +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 6 หลายเดือนก่อน

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

    • @justinputten6005
      @justinputten6005 6 หลายเดือนก่อน

      @@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 3 หลายเดือนก่อน +1

      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 :)

  • @BH-dsk
    @BH-dsk ปีที่แล้ว +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 ปีที่แล้ว +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  ปีที่แล้ว

      @@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 ปีที่แล้ว +1

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

  • @bill43208
    @bill43208 ปีที่แล้ว

    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?

  • @fnafcooldude
    @fnafcooldude 10 หลายเดือนก่อน

    how do you make this with the first person character?

  • @AresWorlds
    @AresWorlds ปีที่แล้ว +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  ปีที่แล้ว +2

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

  • @TSB191
    @TSB191 ปีที่แล้ว +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 หลายเดือนก่อน

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

    • @user-simon7
      @user-simon7 หลายเดือนก่อน

      I made mistake and just didnt conect bp

  • @user-mb1vz4hm4z
    @user-mb1vz4hm4z ปีที่แล้ว +2

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

    • @CalvinHeath
      @CalvinHeath 8 หลายเดือนก่อน +1

      i have the same issue

  • @Crane00
    @Crane00 10 หลายเดือนก่อน +1

    how to set restrictions on object selection?

  • @RickHenderson
    @RickHenderson ปีที่แล้ว +1

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

    • @baryafe
      @baryafe 5 หลายเดือนก่อน

      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

  • @baryafe
    @baryafe 5 หลายเดือนก่อน

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

  • @fredricklindstrom837
    @fredricklindstrom837 7 หลายเดือนก่อน

    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

  • @DailyPaily
    @DailyPaily ปีที่แล้ว +3

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

  • @nicheva417
    @nicheva417 ปีที่แล้ว +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  ปีที่แล้ว

      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 ปีที่แล้ว

      @@GorkaGames Thanks.

  • @yatziriizel
    @yatziriizel 3 หลายเดือนก่อน +1

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

  • @Mason_Talbot
    @Mason_Talbot 7 หลายเดือนก่อน

    Im having an issue where the actor isn't getting destroyed/Picked up, ive watched and rewatched the first 5:45 min but I cant figure out why it wont work, i have done everything in the video exactly as Gorka does. is anyone able to help?

  • @timelordst
    @timelordst 2 หลายเดือนก่อน

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

  • @kamaelru6938
    @kamaelru6938 2 หลายเดือนก่อน

    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

  • @allen_starr
    @allen_starr 9 หลายเดือนก่อน

    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).

  • @cheemayt1530
    @cheemayt1530 ปีที่แล้ว +4

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

    • @user-mb1vz4hm4z
      @user-mb1vz4hm4z ปีที่แล้ว +1

      same problem!do you know how to fix this?

    • @hannerikruger7216
      @hannerikruger7216 6 หลายเดือนก่อน

      any chance you remember if you fixed this?

    • @lukashaslwanter9077
      @lukashaslwanter9077 4 หลายเดือนก่อน

      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 หลายเดือนก่อน

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

  • @plasmapie5667
    @plasmapie5667 ปีที่แล้ว

    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"

  • @baryafe
    @baryafe 5 หลายเดือนก่อน

    can I set my BP item instead of static mesh? 10:01

  • @OfficialFutureRoyale
    @OfficialFutureRoyale ปีที่แล้ว

    I'm only 7:50 through the video so far but it won't load any of the static meshes I choose. is there a fix for that? Thanks.

    • @spaceflier_
      @spaceflier_ ปีที่แล้ว

      I fixed it by just deleting everything and starting over

  • @gtb_quarckrel
    @gtb_quarckrel 22 วันที่ผ่านมา

    can you make 2d pickable items???

  • @jhin-gamer2331
    @jhin-gamer2331 ปีที่แล้ว +8

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

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว +5

      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.

  • @itscoldcoldwinter
    @itscoldcoldwinter ปีที่แล้ว +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

  • @Dad.chilling
    @Dad.chilling 4 หลายเดือนก่อน

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

  • @DeltoraGames
    @DeltoraGames 6 หลายเดือนก่อน

    9:52 The "Get Static Mesh" does not appear, do you have a fix for this? i'm on version 5.3 if that matters.

    • @Galactic333
      @Galactic333 6 หลายเดือนก่อน

      fr

    • @hannerikruger7216
      @hannerikruger7216 6 หลายเดือนก่อน

      did you figure it out? I'm stuck

    • @DeltoraGames
      @DeltoraGames 6 หลายเดือนก่อน

      i was not able to sadly@@hannerikruger7216

    • @Galactic333
      @Galactic333 6 หลายเดือนก่อน

      just use a old verson @@hannerikruger7216

  • @wxo2082
    @wxo2082 ปีที่แล้ว

    For me after using delay until next tick unreal engine does not respond and everything stops

  • @user-nj4dd6qi7l
    @user-nj4dd6qi7l 9 หลายเดือนก่อน

    17:37 , then what will happen to the sword ?

  • @gnutsrocknroll
    @gnutsrocknroll ปีที่แล้ว +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  ปีที่แล้ว

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

  • @Rolands_
    @Rolands_ 4 หลายเดือนก่อน

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

  • @user-uv2xh4oh8x
    @user-uv2xh4oh8x 5 หลายเดือนก่อน

    drop function video

  • @rubengamer7723
    @rubengamer7723 4 หลายเดือนก่อน

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

  • @mmmmm1438
    @mmmmm1438 ปีที่แล้ว +1

    I love you

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

      🤣🤣 thanks man

  • @FreeEntertainerr
    @FreeEntertainerr ปีที่แล้ว +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  ปีที่แล้ว

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

    • @FreeEntertainerr
      @FreeEntertainerr ปีที่แล้ว

      @@GorkaGames oh ok thank you!

  • @bobjob113
    @bobjob113 3 หลายเดือนก่อน

    awesome video but you went to fast at some parts.

  • @Fabi_1987
    @Fabi_1987 ปีที่แล้ว +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  ปีที่แล้ว

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

  • @hasanzati8339
    @hasanzati8339 ปีที่แล้ว

    7:30 min i cant choose it because there is no default slot. Can someone pls help me.

    • @nikahmedhaqim4318
      @nikahmedhaqim4318 ปีที่แล้ว

      try looking at class default in the blueprint