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Pickup custom physics objects?

I'm pretty new to using Unreal 4 and blueprints, so I'm still learning exactly how everything works.

For gaining familiarity with the engine I wanted to import custom objects into the first person blueprint, attach physics to them and then get the player to pick up these objects and throw them.

I've taken a look at the Unreal Content Examples map that has exactly what I hope to achieve, but I'm unsure exactly how to find what I need to create in the blueprints to get the same effect in my project.

Could anyone give me any guidance?

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asked Nov 12 '14 at 12:49 PM in Using UE4

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Hi Novrasplice,

Here is a tutorial I created on how to set this up in blueprints. If you have any questions, just let me know.




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answered Nov 13 '14 at 07:03 PM

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avatar image Novrasplice Nov 13 '14 at 07:14 PM

Thanks very much! I'll give this a go and see if it works.

avatar image Raventp Dec 12 '14 at 06:38 PM

I'm having some trouble following that tutorial... it might be helpful to see the list of variables you needed to make in the character's blueprint, and also the components needed. The weight is a little confusing as well, do you need to make a variable for all meshes to determine their weight? Or is it something done automatically in the engine depending on the objects size?

avatar image TJ V ♦♦ STAFF Dec 12 '14 at 09:08 PM

Hi Raventp,

Here is a list of all of the Variables in the tutorial as well as their Types and Default values. Many variables are set in realtime during play so the default value doesn't effect them.

  • Physics Handle Active : Boolen : False

  • Is Held? : Boolen : False

  • Other Item Location : Float : 0.0

  • Pick Up Distance : Float : 500

  • Handle Location : Vector : 0.0x0.0x0.0

  • Other Item Rotation : Rotator : 0.0x0.0x0.0

  • Physics Handle : Physics Handle Component : None

  • Physics Object : Object : None

  • Physics Object Types : EObjectTypeQuery : Physics Body

As for the weight, the engine calculates the weight of an object depending on it's size. Of course this value can be adjusted per mesh. The 500 lbs value works for be but it can be adjusted to whatever you need it to.

I hope this answers your questions and if you find anything else confusing please let me know. I will update the tutorial with this list of variables.



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