Pickup and drop system with physics on UE5

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LocoDev

LocoDev

Күн бұрын

Welcome to this tutorial on creating a pickup and drop system with physics in Unreal Engine 5 (UE5). In this video, you will learn how to import a 3D model, scale it, and implement a blueprint to pick up and drop a gun using physics.
📚 What You Will Learn:
- Import a 3D model to UE5
- Scale the model uniformly
- Implement a pickup and drop system using physics
🔗 Links:
Free Pistol Download:
drive.google.com/file/d/1UL6O...
Free Pistol on Sketchfab:
sketchfab.com/3d-models/low-p...
Important Note:
At 14:27, ensure to input "hand_rSocket" in the "Get Socket Name for the rotation" section. Missing this might affect the weapon's scale.
Patreon:
/ posts
👇Follow me on social media:
Discord Server: / discord
Twitter: / locodev7701
Instagram: / devloco
🎬 Chapters:
0:00 Introduction
0:23 Importing and Setting Up the 3D Model
1:48 Creating a Blueprint for the Pistol
2:53 Adding Collision to the Pistol
4:56 Setting Up the Pickup System
6:14 Implementing the Pickup Logic
10:56 Setting Up the Detach System
12:00 Implementing the Detach Logic
16:23 Final Result
Hashtags:
#ue5 #gamedevelopment #unrealengine5 #gamephysics #ue5tutorial

Пікірлер: 177
@j0bl1n84
@j0bl1n84 Жыл бұрын
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 Жыл бұрын
I'm stuck, can you explain further
@heavenseek
@heavenseek Жыл бұрын
​ @@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 Жыл бұрын
@@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 Жыл бұрын
@@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 Жыл бұрын
@@heavenseek got it, thank you!
@StefanHaasbroek
@StefanHaasbroek Жыл бұрын
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!
@chaineinactive4708
@chaineinactive4708 Жыл бұрын
Thank you so !!!
@NeverTryx
@NeverTryx 9 ай бұрын
thx bro .....
@Lordandsaviorofchickens
@Lordandsaviorofchickens 7 ай бұрын
holy shit, thank you so much! been ramming my head into the wall trying to figure out why it wasn't working for me. you are the goat!
@TheDeathbyPurple
@TheDeathbyPurple 7 ай бұрын
Thank you so much.
@user-mi2te5vl4c
@user-mi2te5vl4c 4 ай бұрын
@Nafrax
@Nafrax Жыл бұрын
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
@marcinosgamedev
@marcinosgamedev Жыл бұрын
After 4 videos from 4 different people and the BP not working, I finally found your video and now it works. Thanks a lot.
@Levuiii
@Levuiii 4 ай бұрын
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.
@nicheva417
@nicheva417 Жыл бұрын
You have no idea how long I’ve been looking for this tutorial. Thanks bro.
@LocoDev
@LocoDev Жыл бұрын
haha now you found it!
@MilanKarakas
@MilanKarakas Жыл бұрын
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.
@derf0007
@derf0007 Жыл бұрын
Finally, someone who got this working for 5.1 without bugs! Thank you! Subbed!
@nakedsingularity
@nakedsingularity Жыл бұрын
Thank you for the tutorial, been searching for it for a long time.
@Gersendai
@Gersendai 7 ай бұрын
Thank you! This has been something ive been struggling finding a proper tutorial for! Now I can use this however I need :3
@evensteven4367
@evensteven4367 Жыл бұрын
I'm doing this in first person, this is the only tutorial that worked, thank you so much
@ddave1048
@ddave1048 3 ай бұрын
Thank you, yes. OMG. I have been stuck trying to do this for 3 weeks. You are a life saver. Thank you.
@zhulisclips
@zhulisclips Жыл бұрын
the only tutorial that i could find that worked! thanks so much
@LocoDev
@LocoDev Жыл бұрын
glad it worked !!
@helenzhang01
@helenzhang01 9 ай бұрын
Thank you for making this tutorial. Love it.
@pulkit1437
@pulkit1437 Жыл бұрын
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!
@Josh-ld2eh
@Josh-ld2eh Жыл бұрын
@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'.
@mojiacademy9400
@mojiacademy9400 Жыл бұрын
Good one I really enjoy it ♥️
@DinoLarn
@DinoLarn 9 ай бұрын
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
@dark11demon11
@dark11demon11 Жыл бұрын
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...
@TheDay53
@TheDay53 Жыл бұрын
Thank you! That's what I need
@LocoDev
@LocoDev Жыл бұрын
Awesome 👍😎
@chronickev_
@chronickev_ 2 ай бұрын
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?
@laszlofekete8405
@laszlofekete8405 Жыл бұрын
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)
@user-mo2bm3iu7b
@user-mo2bm3iu7b Жыл бұрын
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 Жыл бұрын
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.
@solideogloria5553
@solideogloria5553 Жыл бұрын
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 Жыл бұрын
is the gun in the world? did you get the right name of the socket of the mesh?
@mateuszkulis9794
@mateuszkulis9794 10 ай бұрын
for posterity, if your player is already using event begin play add Sequences in blue prints
@daisylassie280
@daisylassie280 11 ай бұрын
Great Tutorial 🎉 many thx
@LocoDev
@LocoDev 11 ай бұрын
Thank you.
@narrgamedesigner2747
@narrgamedesigner2747 Жыл бұрын
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 Жыл бұрын
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
@SSI-kg5ks
@SSI-kg5ks 7 ай бұрын
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?
@stefanschule3627
@stefanschule3627 Жыл бұрын
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 Жыл бұрын
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.
@TREEBXY
@TREEBXY Жыл бұрын
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 Жыл бұрын
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
@Deleted328
@Deleted328 Жыл бұрын
Amazing
@FuriousAnim
@FuriousAnim Жыл бұрын
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 Жыл бұрын
It is probably being spawned somewhere else? there could be many things, try to share the code on my Discord server.
@rafaelbraga3d
@rafaelbraga3d 5 ай бұрын
Awesome tutorial! Thanks a lot. Is this aproach more memory efficient than using Physics Handle?
@LocoDev
@LocoDev 5 ай бұрын
I'm not sure, but it should be memory efficient. I've never used Physics handle before.
@Gaufrette_FR
@Gaufrette_FR 2 ай бұрын
Hi! your tutorial is really good but I'm trying to make a Multi game. How can I replicate the system you created?
@yudiarsana5383
@yudiarsana5383 Жыл бұрын
my character cant pick up the pistol eventho the branch is already false 10:48 help plz
@MIGITO
@MIGITO Жыл бұрын
It doesn't seem to want to pick up the items
@liamfox5089
@liamfox5089 Жыл бұрын
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?
@liamfox5089
@liamfox5089 Жыл бұрын
nvm
@LocoDev
@LocoDev Жыл бұрын
ok lol
@dimkasnusmumrik2548
@dimkasnusmumrik2548 5 ай бұрын
Good lesson, but how can I adapt this for other subjects? It is impossible to repeat all this for each subject separately.
@zonerda
@zonerda 10 ай бұрын
Hello nice tutorial ! except my item starts fall of the hand after picking up and flying kinda 😀
@TheWeeky
@TheWeeky Жыл бұрын
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 Жыл бұрын
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
@islandonlinenews
@islandonlinenews 7 ай бұрын
anyone know how to throw the object?
@LambVisionStudios
@LambVisionStudios 3 ай бұрын
Where do I plugin in 5.4 there is already an event begin play there for the controller movement
@LocoDev
@LocoDev 2 ай бұрын
You can add a sequence to connect multiple codes and execute them all in a sequence.
@ekveel4538
@ekveel4538 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
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. kzfaq.info/get/bejne/r6idg9t4rduXpaM.html docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Tracing/HowTo/SingleLineTraceByChannel/
@ekveel4538
@ekveel4538 Жыл бұрын
@@LocoDev Thanks a lot!
@pixelatedsmoke
@pixelatedsmoke 2 ай бұрын
Awesome tutorial
@LocoDev
@LocoDev 2 ай бұрын
Thank you! Cheers!
@niaaxwoll8051
@niaaxwoll8051 10 ай бұрын
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 10 ай бұрын
The pistol might have spawned with the wrong collision presets
@Masked721
@Masked721 Жыл бұрын
Instead, could you use right click to drop it?
@LocoDev
@LocoDev Жыл бұрын
Yes ofc
@laraconsatti9016
@laraconsatti9016 Жыл бұрын
you're awesome man, come to brazil
@jessplaysfs5214
@jessplaysfs5214 Жыл бұрын
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 Жыл бұрын
@@jessplaysfs5214 thanks for the comment. Yes it will work, just use the ue4 mannequin for creating the sockets instead of the ue5 :)
@user-uk7xp4bo1r
@user-uk7xp4bo1r 5 ай бұрын
how was the item outputs created at minute 12:03 please help me?
@alhusseinali
@alhusseinali 11 ай бұрын
Perfect
@skeletonponcho8052
@skeletonponcho8052 Жыл бұрын
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 Жыл бұрын
Can you send me your code though my discord? I've never had such error
@skeletonponcho8052
@skeletonponcho8052 Жыл бұрын
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).
@Mike-mk7ct
@Mike-mk7ct 8 ай бұрын
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 8 ай бұрын
I'll try to, but you can try searching it on sketchfab
@user-uk7xp4bo1r
@user-uk7xp4bo1r 5 ай бұрын
how was the item outputs created at minute 12:03 please help me
@manofflorida
@manofflorida Жыл бұрын
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 Жыл бұрын
Update: I have fixed the event begin play issue using a sequence node, but the issue persists.
@corrohsivegaming7077
@corrohsivegaming7077 9 ай бұрын
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 8 ай бұрын
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 17 күн бұрын
@@auroradickerson339 that's so stupid..but thanks
@OfficialFutureRoyale
@OfficialFutureRoyale Жыл бұрын
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 Жыл бұрын
hmm, maybe try compiling other blueprints
@OfficialFutureRoyale
@OfficialFutureRoyale Жыл бұрын
@@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 Жыл бұрын
@@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 Жыл бұрын
@@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
@ridgebingaman3848
@ridgebingaman3848 Жыл бұрын
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 Жыл бұрын
what part of the tutorial?
@ridgebingaman3848
@ridgebingaman3848 Жыл бұрын
@@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 Жыл бұрын
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 Жыл бұрын
@@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:)
@Miraskede
@Miraskede Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
@@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)
@Zedrart
@Zedrart Ай бұрын
dosent let me pick up just says accessed none trying to read properly pistol, so idk what I did wrong lol
@alhusseinali
@alhusseinali 11 ай бұрын
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 5 ай бұрын
I have the same question. Did you find the answer?
@alhusseinali
@alhusseinali 5 ай бұрын
No. but I found another way to do it @@dimkasnusmumrik2548
@sebasclavijo4037
@sebasclavijo4037 Жыл бұрын
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 8 ай бұрын
yeah i have a similar problem too, the controles just bug
@aryavanyaceramics1983
@aryavanyaceramics1983 Ай бұрын
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.
@PrimeMongraal27
@PrimeMongraal27 4 ай бұрын
THANK YOU!!!🥰
@LocoDev
@LocoDev 4 ай бұрын
Any time!
@jonbv2434
@jonbv2434 7 ай бұрын
starting at 10:05, did not mentioned or show how it was been fixed.
@kotsuknack
@kotsuknack 4 ай бұрын
thank you for tutorial 🥹
@LocoDev
@LocoDev 4 ай бұрын
You're welcome !
@rasbe7210
@rasbe7210 Жыл бұрын
Thank yo
@berkemkarakaya3276
@berkemkarakaya3276 3 ай бұрын
I can pick up the rock but can not let go, do you have any solutions
@LocoDev
@LocoDev 2 ай бұрын
You can join our discord
@CroissantEdit
@CroissantEdit 7 ай бұрын
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 5 ай бұрын
any fix on this? im having the same issue.
@almicc
@almicc Жыл бұрын
holy crap that pistol is huge
@almicc
@almicc Жыл бұрын
holy crap the gun weighs 40kg, too!
@TehDoCh
@TehDoCh 6 ай бұрын
Can this also work in ue4?
@truegamer2819
@truegamer2819 6 ай бұрын
i dont have Static mesh its not in my list 7:03 so what do i do?
@user-uk7xp4bo1r
@user-uk7xp4bo1r 5 ай бұрын
se você estiver usando skeleton mesh não irá conseguir encontrar a staticmesh
@LocoDev
@LocoDev Ай бұрын
You might be able to convert a skeletal mesh to static mesh!
@SSI-kg5ks
@SSI-kg5ks 6 ай бұрын
works but why is it when I duplicate the object I can't pick up the duplicate?
@dimkasnusmumrik2548
@dimkasnusmumrik2548 5 ай бұрын
I have the same question. Did you find the answer?
@SSI-kg5ks
@SSI-kg5ks 5 ай бұрын
@@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 :)
@GaMerTriXxx
@GaMerTriXxx Жыл бұрын
cant have more than 1 event beginplay in my blueprint what do i do
@LocoDev
@LocoDev Жыл бұрын
use a node called "sequence"
@LocoDev
@LocoDev Жыл бұрын
or hold left mous button and press S
@GaMerTriXxx
@GaMerTriXxx Жыл бұрын
@@LocoDev Im already using a sequens for a crosshair any other solution?
@LocoDev
@LocoDev Жыл бұрын
@@GaMerTriXxx add a pin in the sequence node
@GaMerTriXxx
@GaMerTriXxx Жыл бұрын
@@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?
@arfolito
@arfolito Жыл бұрын
I got!
@avenbontrager9253
@avenbontrager9253 Жыл бұрын
at min 6:47 i dont get the pistol overlap
@LocoDev
@LocoDev Жыл бұрын
Compile your pistol bp
@adriandeoliveirabarros900
@adriandeoliveirabarros900 Жыл бұрын
I can only collect the last object added to the scene
@LocoDev
@LocoDev Жыл бұрын
which part of video
@adriandeoliveirabarros900
@adriandeoliveirabarros900 Жыл бұрын
@@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 Жыл бұрын
​@@adriandeoliveirabarros900 you mean pick different weapon system, yeah I can make a tutorial, but this should be fairly easy,
@LocoDev
@LocoDev Жыл бұрын
@@adriandeoliveirabarros900 just detach the current weapon and attach the other
@adriandeoliveirabarros900
@adriandeoliveirabarros900 Жыл бұрын
@@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
@litenfe8198
@litenfe8198 Жыл бұрын
very talented guy i love that guy, наркотик!!!!
@harunashiobana
@harunashiobana 2 ай бұрын
😭😭😭 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)
@Fabi_1987
@Fabi_1987 Жыл бұрын
i can´t get Pistol Overlap!?!
@LocoDev
@LocoDev Жыл бұрын
Compile and save your BP_pistol yellow first
@nxxyxddxxr4832
@nxxyxddxxr4832 Жыл бұрын
Same here
@emptybruh
@emptybruh Жыл бұрын
Mine is a skeletal mesh and it just doenst work
@LocoDev
@LocoDev Жыл бұрын
try exporting it to blender and import it back as static mesh maybe
@emptybruh
@emptybruh Жыл бұрын
@@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 Жыл бұрын
@@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 Жыл бұрын
@@emptybruh nice
@mrtooth97
@mrtooth97 Жыл бұрын
@@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)
@NeilClarenzSanMiguel
@NeilClarenzSanMiguel 4 ай бұрын
does this work also in multiplayer?
@LocoDev
@LocoDev 4 ай бұрын
For working on multiplayer you need to work with replication, you can follow this tutorial: kzfaq.info/get/bejne/m8xmhsic08fPlYk.htmlsi=NyZrODByN-1lLBYk
@chronickev_
@chronickev_ 2 ай бұрын
Did you find a replication solution?
@davidquee8728
@davidquee8728 2 ай бұрын
Sorry, the file you have requested does not exist.
@LocoDev
@LocoDev 2 ай бұрын
Which?
@olivermarden2433
@olivermarden2433 Жыл бұрын
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? kzfaq.info/get/bejne/hZN6rM6J3d62mn0.html I've been asking everywhere for help so i figured I might ask here as well!
@LocoDev
@LocoDev Жыл бұрын
what do you mean by react to the player? did you try checking the option "mass"?
@olivermarden2433
@olivermarden2433 Жыл бұрын
@@LocoDev thankyou for the response. I've uploaded a video to demonstrate: kzfaq.info/get/bejne/g82TorB9st3eops.html (Mass is checked and set to 40)
@LocoDev
@LocoDev Жыл бұрын
@@olivermarden2433 reach me out on discord Fabiano#8438 I can probably solve your issue
@igmap3892
@igmap3892 Жыл бұрын
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 Жыл бұрын
@@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
@user-li7ce3fc3z
@user-li7ce3fc3z 3 ай бұрын
Говнокод
@tylercooper7396
@tylercooper7396 Жыл бұрын
Don’t know what you did because you clipped it out lol but I cant add a second event begin play
@LocoDev
@LocoDev Жыл бұрын
Add sequence node after event begin play, then you can use the second pin
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