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How To Pick Up And Drop Items | Hold Items In Hand - Unreal Engine Tutorial

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  • Опубликовано: 1 авг 2024
  • Hey guys, in today's video, I'm going to be showing you how to pick and drop items in your game, attaching and detaching them to the player's hand so they are actually holding it.
    Previous Video: • How To Attach A Weapon...
    #Ue4 #UnrealEngine4 #Ue4Tutorial
    ___________________________________________________________________________
    00:00 - Intro
    00:31 - Overview
    00:58 - Setting Up
    03:10 - Picking Up Items
    07:43 - Dropping Items
    11:49 - Final Overview
    12:22 - Outro
    ___________________________________________________________________________
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Комментарии • 146

  • @epiccodemage2947
    @epiccodemage2947 Год назад +4

    You're tips have been so useful. I would argue that the tips were multi purposeful. This video managed to help me program the ability to press e when close enough to another object to take me somewhere else.

  • @alphaz964
    @alphaz964 2 года назад +14

    You're the only one who's helping me with my game. You're the best, you're doing simple, easy and quick tutorials with Blueprint!!! And I have a question, could you do a tutorial with the back following the camera with a custom (1st person) character? Example: you are looking down and your back is down too

  • @IOP_Dev
    @IOP_Dev Год назад +5

    For anyone wanting a quick and easy animation for picking up, grab a pick up item animation from Mixamo, turn it into an animation montage and place an anim notify at the point you want the item to be 'picked up' in the animation.
    Place a 'Play montage' node inbetween you input action and the first branch, connect your character mesh into the 'Skeletal Mesh Component', and then connect 'on nofity begin' into the branch. Obviously select your pick up montage in the 'montage to play' tab.
    Hope this is easy to understand! I've been doing this for about a week or 2 now and I'm proud I figured this out by myself haha
    PS. You can do the same as above for your drop item animation, just reverse the pick up animation so it gets put down instead :)
    Edit: A problem I just now realised with this method is that when you pick up the item and move, it will continue to play the animation and you'll slide along haha, I'll try to figure this out :)
    Edit Edit: Figured out you can use 'Layered blend per bone' in your character AnimBP, use a cache of your locomotion, hook it into base pose. Then get another cache of your locomotion, put that into a 'DefaultSlot' so it can use your montages, then link that into 'blend poses 0'. You need to assign the bone you want to have the layer from, I chose spine_01. Then link the layered blend per bone into your output.

  • @Triple._.A
    @Triple._.A Год назад +9

    So thankful for you!🙏 I'm finding it hard to believe just how much value you're providing with each and every single one of these videos! I'm a complete beginner to game development and I've got a project worth 80% of my final grade for one of my elective courses in uni, I was pretty worried about implementing the mechanics since I'm so new to blueprints, but after following a few of your videos, there are so many things I can do on my own now. Not only am I progressing a lot with the project, I'm also finding it super fun at the same time thanks to people like you!

  • @DCxALBRECHT
    @DCxALBRECHT 6 месяцев назад +2

    Thank you! Simple and to the point. This helped me wrap my head around equipping weapons and I'm able to build off of that. UE5.3.2

  • @raymeijer4718
    @raymeijer4718 Год назад

    Very clear tutorial. Thank you!

  • @andrewcastaneda2675
    @andrewcastaneda2675 Год назад +10

    Tip: For UE5 Vector - Vector is now instead "Subtract"

    • @OnlyViKnows
      @OnlyViKnows 5 месяцев назад

      bruh thank u- u saved me time from being confused to why it didnt show up

    • @TheLoneLlama
      @TheLoneLlama 2 месяца назад

      You can also multiply by Z -1 or negate vector

  • @base13music
    @base13music 2 года назад +1

    great tutorials. they've helped me so much.

  • @LingoMan
    @LingoMan 2 года назад +1

    I was looking for this tutorial, thank you man ❤️

  • @echogaming1760
    @echogaming1760 Год назад

    You are truly the best ever. Thank you so much for this tutorial.

  • @geoffrey3668
    @geoffrey3668 2 года назад +3

    Nice and clean tutorial and system! Thank you!

    • @mubarakmagnets
      @mubarakmagnets Год назад

      Can you tell me the equivalent of the item you showed at minute 8.37 in unreal engine 5?

  • @mojiacademy9400
    @mojiacademy9400 2 года назад

    Tnx A lot matt I was looking for this long time big thanx

  • @kenalpha3
    @kenalpha3 2 года назад +4

    Thanks to you and sponsors for teaching this! Question: What is the best way to "put away" the sword after 3 seconds (derez into backpack), without destroying it?
    Goal: I coded my sword to disappear 3 seconds after attack, if another attack did not start. Before watching this, my method to disappear was DetachFromComponent (the sword mesh). But I have a bool that player found Sword1 - thus if he tries to attack, it checks if he has Sword1 (in backpack) - and can attack if yes (pulls it out of inventory).
    But now with your code, I have the option to drop Sword1, and pick up a better Sword2. But I can only drop swords when it is out for 3 seconds (re-attached after attacking). Thus what is the best way to NOT detach the sword from player - so it is still in inventory - but hidden from view (as tho put away)?
    Is it wise to make the material transparent? Or does the invisible sword still get checked for collisions, etc?
    Thank you.

  • @jacobkendrick6938
    @jacobkendrick6938 2 года назад

    Thank you sir 🙏!!!!

  • @charzxd6515
    @charzxd6515 2 года назад

    Amazing knowledge to know

  • @spyzn
    @spyzn 2 года назад +1

    Thank you so much for this tutorial. How would I swap the item in hand when interacting with another item on the floor?

  • @JessicaMarinaRushie
    @JessicaMarinaRushie 2 года назад

    Thanks Matt.

  • @wolfiedgr8t
    @wolfiedgr8t 2 года назад

    Excellent Matt 👍

  • @Goomiiu
    @Goomiiu 2 года назад

    Thanks a lot!

  • @raulortega8389
    @raulortega8389 2 года назад

    Thanks u so much!

  • @abdullahsohail5395
    @abdullahsohail5395 2 года назад +1

    Nice video keep making awesome videos 😃

  • @kendarr
    @kendarr Год назад

    FUUUUUUUUCK, THANK YOU. Dude, all the videos show you how to attach stuff, but that's simple, I needed to understand so I could add guns to pick up, each gun has ther own functions on how they operate, I needed to pass that, I think I can now, thank you!

  • @jacobkendrick6938
    @jacobkendrick6938 2 года назад +3

    officially the best teacher of UE4 on RUclips!!! I needed this one. Thank You!!!👍

    • @MattAspland
      @MattAspland  2 года назад

      Thank you so much Jacob! Happy to help :)

  • @Thrallix
    @Thrallix Год назад

    Hi Matt, could you make a unreal engine 5 inventory/equipment system with picking up and dropping tutorial like this? I really think you're the best to follow for tutorials as a beginner.

  • @g-dojjo
    @g-dojjo 2 года назад

    Thank you so much bro!!! O.O

  • @Asmund648
    @Asmund648 2 года назад +1

    Thanks, this was kinda the request I did awhile ago. Guess it can be used for guns in the FPS template too :)

    • @MattAspland
      @MattAspland  2 года назад

      No problem Asmund, happy to help! :)

  • @sultanalam4710
    @sultanalam4710 2 года назад

    This is great tutorial thanks matt this is what i need, but i have a question after I'm using drop and close play editor there always error message do you know why this happen?

  • @kenalpha3
    @kenalpha3 2 года назад +1

    Thanks so much. Question 2: What is the best way to multi check a list of options of sword or gun types? E.g. I want the player to only be able to hold 1 TYPE of sword at a time (sword for right hand, gun for left). Thus he has the option to pickup Sword1, Sword2, or Sword3.
    I added a tag to the Blueprint of each Sword, saying which it is 1) a Pickup, and 2) Sword1, or Sword2...
    And when I pickup a sword, I do a branch check to determine if his hand is full, is Sword hand free? If yes, then pick up this item in your free hand.
    But can a branch do a list of checks at a time: if tag = Sword1, Sword2, OR Sword3... then do X, but if tag = Gun1,Gun2... then do Y.
    Can you post on an example on BlueprintUE ... or explain: the variable type for a LIST check > and how to connect it to the "For Each Loop with Break" / "Branch" node?
    Otherwise I have to do 7 branch checks in a row, with a single variable getting checked? But idk if that's bad for performance. Thanks.

  • @BenTheDev
    @BenTheDev Год назад

    You are the best

  • @offlinemoe
    @offlinemoe 2 года назад +1

    Ohhhhh god,
    Matt please make a video about the grabber pleeeeease 🙏🙏

  • @mahmoodhafez1496
    @mahmoodhafez1496 Год назад

    prefect realy

  • @markuspaulsen8998
    @markuspaulsen8998 2 года назад

    Thank you so much for this. I am having an issue though. When putting the sword down, it dissapears. Why could this be?

  • @dingbat466
    @dingbat466 Год назад

    matt pls make a video on how to do melee attacks once you picked up the sword?

  • @heidyngamer5820
    @heidyngamer5820 2 года назад

    Can you do an additional tutorial on how to throw if you hold down the drop key for long enough because I am making a game but I don't know how to make throw inputs. Thank you.

  • @manumanumontesano9360
    @manumanumontesano9360 Год назад

    It seems that you can do this type of action only with the character. I'm trying to have the same thing happening between two actors blueprints and I can't figure out how. I thought about using the node on actor begin overlap but I'm not sure if it will work. What I am trying to do is to creating an actor lifting a dumbell. The actor blueprint has already the montage animation where he lifts and drops but I have to connect the dumbell. Any tip? I am just starting with blueprints.

  • @thegameplay4398
    @thegameplay4398 2 года назад

    Is there a way where you can make it like the weapon picking up and throwing in super hot instead of just teleporting?

  • @ayaanhaque6340
    @ayaanhaque6340 2 года назад +1

    Hi Matt! I was wondering if you could make a video about having a gun on a holster taken out when a button is pressed with a animation? This would be really helpful! Thanks!

    • @mubarakmagnets
      @mubarakmagnets Год назад

      Can you tell me the equivalent of the item you showed at minute 8.37 in unreal engine 5?

  • @MrSmashmasterk
    @MrSmashmasterk 2 года назад +6

    Matt Thank you! I followed someone elses tutorial on this and it broke my character, so now they flicker at certain angles. I have been hoping Matt Aspland would do a video on this because you do such a great job. The mystery for me right now is how to sheath a sword on the back, and then take it out so it's in hand. Thanks for this, will be doing this today!

    • @MattAspland
      @MattAspland  2 года назад +3

      Really happy to help man, I can add that other video to my list :)

    • @gamerdweebentertainment1616
      @gamerdweebentertainment1616 2 года назад

      it's maths :) and use valid function... it's more complicated so... suggest checking others out, yeah they are 30min long for a reason

    • @gamerdweebentertainment1616
      @gamerdweebentertainment1616 2 года назад

      flicker might mean collision issues, try changing the item to 0 collision or positioning a bit further from manequinn

  • @protophase
    @protophase Год назад

    If I for example wants to implement the same key as interact/equip by using your interact interface, how would I tell my BP that I have a flashlight already equipped that "If true" = enables the flashlight function? I have the flashlight function done already but I want to have a condition that asks if the flashlight is equipped or not.

  • @clee7408
    @clee7408 2 года назад +1

    Thanks so much for this! To extend, how would I attach the item to the skeleton at a particular socket of the _item_? For example, I don't like the orientation of a particular mesh and I don't want to change the skeleton socket as it will effect the way that all other items are held, I don't have access to the raw mesh so I can't change the origin myself, the best that I can think to do is add a socket in the mesh, which I CAN orient, but then how do I specify that I would like the item to be attached there as opposed to the origin? Thanks again for all of these!!!

    • @kenalpha3
      @kenalpha3 2 года назад +2

      So you want a special item specific socket, while the hand already has a generic socket? Just load an animation of your character > Go to the Skeleton Tab, Pause the animation so you can see. Find your hand bone > right click > Add Socket, and name it Differently (SpecialRightHandSocket).
      Then still in the Skel tree, find SpecialRightHandSocket > right click > add Preview asset.
      Add a preview of your Special weapon, so you can see how it will look on your char > rotate and move to the hand.
      Then back in your Character code Blueprint... when you attach this special Weapon with > AttachActorToCompoment, set the Socket name = SpecialRightHandSocket. You shouldnt need to set the Rotation or location, if the socket is calibrated already (meaning it works to set Snap to target).

  • @KylezUwU
    @KylezUwU Год назад

    I'm trying to make a flashlight pickup I have my flashlight code (toggle) in my first person BP. How can I make it so when I pickup the flashlight it enables the flashlight toggle that is in the first person bp?

  • @islandonlinenews
    @islandonlinenews Год назад

    using Lyra, ERROR self is not a primitive component, target must have connection...any help?

  • @nimetonurpo825
    @nimetonurpo825 5 месяцев назад

    What would the changes need to be done if one was to use a skeletalmeshactor instead? If the get overlapping actors is set to the class of skeletalmeshactor should everything else remain the same? (inlcuding Actor has tag, since still an actor)

  • @srawdawg6188
    @srawdawg6188 11 месяцев назад

    Now how do we make it more selective? For example I am making a beat em up template, I want to have several weapons, the baseball bat, the knife, a bottle, and perhaps another. Would I just duplicate the bp items and in one have all hidden except the one weapon say the bat, then in the next hide all but the next weapon?

  • @z3nsiter
    @z3nsiter Год назад

    can we get something like a pressure plate for this that opens a door or something

  • @trueblue2714
    @trueblue2714 2 года назад +5

    I did everything exactly as you did and nothing happens when I try to pick up my items.

    • @BH-dsk
      @BH-dsk 2 года назад

      Same, did you work it out mate?

  • @Cheyne_TetraMFG
    @Cheyne_TetraMFG Год назад +1

    My blueprint is getting an error "Accessed None trying to read property HeldItem" at the Detach from Actor and Set Actor Transform nodes, not sure why.

  • @studiobaxter1242
    @studiobaxter1242 Год назад +1

    Another success, thanks. Where did you learn? Self taught or study somewhere? I did a beginner's course on Udemy and found it a great start, + your tutorials are helping greatly. What do you recommend for learning Unreal otherwise?

    • @MattAspland
      @MattAspland  Год назад +1

      Thanks for the support! I'm completely self-taught over a few years. I'd recommend entering game jams to really test your skills, and just getting in the engine and messing about with all the nodes - see what they do and how they all work together. Best of luck!

  • @Itzy066
    @Itzy066 Год назад

    How can I add physics to the weapon when dropping it?

  • @arturlipinski7534
    @arturlipinski7534 2 года назад

    Hi, i would like to know how to my npc pick up and drop objects, could you help me?

  • @philipsloth6600
    @philipsloth6600 Год назад

    i have a problem, so i have multiple weapons, and i created the same kinda blueprint for them but the problem is when i try to drop one for just each weapon i cant, i can only drop when im close to one of my other weapons what is the cause of this?

  • @mubarakmagnets
    @mubarakmagnets Год назад

    Can you tell me the equivalent of the item you showed at minute 8.37 in unreal engine 5?

  • @Tyda777
    @Tyda777 11 месяцев назад

    How was InputAction Pick up created? It's not in the previous video

  • @Elgato2113
    @Elgato2113 Год назад +1

    Hey im asking that why when i pick up my weapon it changes sizes any ways thanks for the advise on this video super clear on what to do

    • @matteabozzato1728
      @matteabozzato1728 Год назад

      In your character blueprint, find the 'Attach Actor to Component' node and change the Scale Rule to 'Keep World' or 'Keep Relative' instead of Snap to Target.

  • @nickpickard8627
    @nickpickard8627 2 года назад +1

    tried adding in a pickup animation, but after the pick-up is complete my character just slides along as if it has forgotten how to use the anim blueprint, any suggestions? or do you have a tutorial to add animations to some of the things you do?

    • @unsolved1585
      @unsolved1585 2 года назад

      do you have a skele mesh for ur sword?

  • @BanthaBoi
    @BanthaBoi 2 года назад +8

    When I drop the actor, is there anyway to enable simulate physics so it just drops? any help is massively appreciated

  • @studiobaxter1242
    @studiobaxter1242 Год назад

    Does anyone know the correct way to save and load the position of the weapon after setting up this pickup and drop system? I cannot work it out, though it seems like it should be easy. Where do you save the weapon transform and with which variable?
    My player stats and player position save and load fine using variables, but I cant work out how to save the position of the weapon.

  • @SegoItChUA
    @SegoItChUA 2 года назад

    Can you make Deus Ex object/body dragging?

  • @Trickster2j
    @Trickster2j 10 месяцев назад

    Fixed my first problem with the item falling to the floor when i equip it by enabling physics and collision properly.
    But now the item floats after i unequip it, then keeps floating after i equip it again, any ideas?

  • @user-fx9cb8re8n
    @user-fx9cb8re8n 7 месяцев назад

    please help me, I need to take the object, move it and put it on another object exactly in the place where it needs to stand in the correct position, and that object should light up

  • @nathanp.3909
    @nathanp.3909 10 месяцев назад

    Your pay pal link doesn't work anymore? Any idea why the collision only works once? The box collision only fires once? After drop I can not pick up again. Any Ideas why?

  • @MartKart8
    @MartKart8 2 года назад +1

    The pick up is pretty good like Link, as he has no pick up animation for weapons, in The Legend of Zelda Breath of The Wild.

    • @mubarakmagnets
      @mubarakmagnets Год назад

      Can you tell me the equivalent of the item you showed at minute 8.37 in unreal engine 5?

  • @CLR_Productions
    @CLR_Productions 2 года назад

    hey can you do it with animation?

  • @m1k4n57
    @m1k4n57 2 года назад +1

    Help, "vector - vector" is not showing for me

  • @ThrillDaWill
    @ThrillDaWill 2 года назад +2

    How would you make the item drop with simulated physics? I tried doing physics but the item falls out of my hand when picking up

    • @FenderBenz
      @FenderBenz 2 года назад

      Did you fix this? I also have simulated physics and my object is falling out of my hand. I would say you will have to disable the physics when picked up, inside of the item blueprint.

    • @ThrillDaWill
      @ThrillDaWill 2 года назад +2

      @@FenderBenz it became too complicated so I just resorted to having the object destroy when picking up, and then spawning the mesh in my hand.

    • @FenderBenz
      @FenderBenz 2 года назад +1

      @@ThrillDaWill okay! That is also a solution. I'm now trying a tutorial from DevAddict, "pick up and equip weapons #3"
      And this is working for me at the moment (I hope it will continue because I'm not done with the tutorial yet)

  • @nagamurachiaki5796
    @nagamurachiaki5796 2 года назад

    I having a problem about picking up it again after that I have dropt it!

  • @OutFinity374
    @OutFinity374 Год назад

    When i pickup the weapon there appears a glitch in my character's Movement. Does anyone here know how to fix it?

  • @gamer-jg2xw
    @gamer-jg2xw 10 месяцев назад

    Brother help me my game is glitched whenever i picked the object its flies me and it get under the player

  • @Sudascai
    @Sudascai Месяц назад

    I dont know if this is just me, but whenver the item attaches to the socket my movment is messed up, i can still walk but im walking in all diffrent directions I dont know what is going on and how the item is causing this

  • @djsalis
    @djsalis Год назад

    when I pick up an item my character is moved to another location and I lose control over it. ;/

  • @AB-TV29
    @AB-TV29 9 месяцев назад

    my character starts to move by itself when i pick up item any solution plz?

  • @WolverineMKD
    @WolverineMKD 2 года назад

    cant find vector-vector in UE5 please help 🙏🙏

  • @gershomndolo7884
    @gershomndolo7884 2 года назад +1

    I've done it differently whereby the character picks up an object once they collide and I'm getting a bug.
    After picking up the object, the character just walks around in circles on their own with no input from me. Any ideas why this could be happening?
    I did it in the top down template, following along your tutorial only swapping the "input Action Pick up" event with "On Component Begin Overlap"

    • @the_fore1gner
      @the_fore1gner 2 года назад

      Yeah I’m having the same issue, have you managed to fix this?

    • @gershomndolo7884
      @gershomndolo7884 2 года назад +1

      @@the_fore1gner My reply was deleted probably because it had a link in it, But I was able to find a solution on the unreal engine forum. Not sure how to post the link here though.

    • @harryadler4563
      @harryadler4563 10 месяцев назад +1

      For those who are searching for a solution to this problem, you just need to set the collision of your static mesh to 'No Collision'.

  • @TheKing12300
    @TheKing12300 Год назад

    I have unreal 4.27 and it doesn't work I tried to do everything exactly the same as in the video but I have problems, the weapon drop doesn't work

  • @456Tal
    @456Tal Год назад +1

    my Character stands on the Object and moves into infinity and beyond, until i drop the weapon. Why is that? I double checked the socket, so I dont think that thats the problem.

    • @remedytaylor
      @remedytaylor 10 месяцев назад

      same thing happens to my character any fix?

  • @vladaslav
    @vladaslav 2 года назад +1

    How could you make this throwable??

  • @randellricamara7727
    @randellricamara7727 Год назад

    bro i need your help why my weapon is in the players feet when i pick up the object?

  • @yrop6188
    @yrop6188 2 года назад

    Working lol

  • @mafiap2102
    @mafiap2102 6 месяцев назад

    whenever I'm trying to pickup an Item it lifts me up, help

  • @Elii94104
    @Elii94104 Год назад

    this didnt work for me i used binoculars and it worked like the first time but then i tried it again and nothing happened

  • @screenapple1660
    @screenapple1660 2 года назад

    Damn, I can't find quick click center pivot on unreal engine... I'm still a Unreal engine newbie

  • @inspiredexpired9137
    @inspiredexpired9137 3 месяца назад

    So if I have a premade character holding a weapon what do I do? Go back to blender take it out of my mesh? Have an item make the other it's holding go invisible? What's the best method? I imagine more than 50% have downloaded some epic games marketplace or sketchfab asset that had their own items which is also attached the the .fbx skeleton 💀

  • @gamer-jg2xw
    @gamer-jg2xw 10 месяцев назад +1

    Will it work on 1st person?

    • @kikusha_ti_dibil
      @kikusha_ti_dibil 5 месяцев назад

      I think yes, but you need to modify this

  • @AvB.83
    @AvB.83 2 года назад +2

    No matter what I do, as soon as I attach the actor to the mesh and set "location rule" to "snap to target", it completely ruins the controls. The player just shoots across the match in seemingly random directions whenever I hit any key, jumping doesn't work at all. When I set it to "keep relative", I can move normally, but the item I meant to grab is nowhere to be seen.

    • @eyeofsearch
      @eyeofsearch 2 года назад

      Seems like a physics overlapping issue

    • @k0ah371
      @k0ah371 Год назад +2

      are u using first person character? set the collision preset of the item to 'OverlapOnlyPawn', works for me

    • @bashtarebellion5586
      @bashtarebellion5586 Год назад

      I am having the same issue. I use the third person character like Matt does. No idea why this is behaving so weirdly.

    • @bashtarebellion5586
      @bashtarebellion5586 Год назад

      @@k0ah371 where do I set this? i cant find it in details

    • @k0ah371
      @k0ah371 Год назад

      @@bashtarebellion5586 ​ it's in detail of the item you want it to be pickable

  • @jamilahmelroseviajar5504
    @jamilahmelroseviajar5504 2 года назад +1

    Can't seem to drop the item and I managed to do every bit of the code

    • @Trickster2j
      @Trickster2j 10 месяцев назад

      did you manage to fix this ?

  • @kendarr
    @kendarr Год назад

    Is it possible to replicate this trough web? I set the weapon as replication already but it doesn't seem to work

    • @kendarr
      @kendarr Год назад

      I found out, just use the custom event thing and connect it to pick up and drop, that fixed it, and set the weapon to replicate.

  • @phgamer9270
    @phgamer9270 2 года назад

    Hi, I have a problem with launch character node. When my character is launched means he is in air the death animation plays and then my character falls under the floor. Please help me out and sorry for bad explanation hope you understand the problem.

    • @wesss9353
      @wesss9353 2 года назад

      auto possess player player 0
      might help

    • @captainunknown2839
      @captainunknown2839 2 года назад

      @@wesss9353 Where do I find this option?

    • @wesss9353
      @wesss9353 2 года назад +1

      @@captainunknown2839 while looking at the view port, click on your pawn, type in "auto po" in the details search. you pawn needs to be set to player 0
      i think op is lauching game from high on up with out possessing the pawn so he fall to his doom, or he needs to add character start

    • @wesss9353
      @wesss9353 2 года назад +1

      @@captainunknown2839 did you find it?
      im a noob myself
      Matt has great tutorials

    • @captainunknown2839
      @captainunknown2839 2 года назад

      @@wesss9353 Update I managed to fix that issue. When Player picks up an item it deletes the item that is on floor & spawns a new one in the player hand (socket). But the SpawnActor function has the collision set to spawn. So, I disabled the the Collision Handling Override to "Do Not Spawn". :)

  • @tigasm6544
    @tigasm6544 2 года назад

    First

  • @johndoe35717
    @johndoe35717 Год назад

    the gun shoots me in the air if I pickup the gun

  • @BH-dsk
    @BH-dsk 2 года назад +2

    No good for me. Followed exactly, but when I try to pickup my object it does nothing.

  • @The_Fennix
    @The_Fennix Год назад

    For a Min their when you said "Pickup able" I Thought you said Pick up a ball.

  • @persianman-sz7ir
    @persianman-sz7ir 8 месяцев назад

    i did everything step by step but when i pickup my baseball bat it turns into a Harry Potter flying broom

  • @channelfm1153
    @channelfm1153 2 года назад

    i can't find vector-vector whyyyyy??

  • @Fabi_1987
    @Fabi_1987 Год назад

    This "Code" is fucked up! Did everything like in this video and when i pick up my flashlight and move my char ...i´m moving sideways!

    • @Ryans_3D
      @Ryans_3D Год назад

      For anyone having the issue set all the collision preset to OverlapAllDyanmic
      that way you can overlap the items but it won't act as a solid collision therefore fixing the movement issue

  • @primitivepatterns
    @primitivepatterns 2 года назад

    third

  • @ItzValtCodm
    @ItzValtCodm 2 года назад

    Forth

  • @curtisgaming2510
    @curtisgaming2510 2 года назад +1

    it lets me hold gun at start and lets me drop gun but wont let me pick back up please help ?

  • @ShadalooPlayer
    @ShadalooPlayer 2 года назад

    First