Help With Weapon Auto Pick-Up System
I'm starting a project and am trying to create all of the basic functionality of my game. One of the main aspects is a weapon system that auto-equips weapons as you walk over them, replacing the current with the new. Only one weapon to be held at a time.
The plan was once I got the weapon to despawn I would then begin working on assigning it to a socket on the character, but unfortunately I'm having trouble even getting this started. I followed this tutorial exactly (it's literally a 3-piece blueprint class, kind of impossible to mess it up), yet when I walk over the weapon nothing happens. The only thing I can think of is that this tutorial came out just 1 day after UE4 was released back in 2014, so maybe things have changed since then that are required?
I made sure that both the static mesh (weapon) and the character skeletal mesh (in the "sidescrollercharacter" blueprint) have "Generate Overlap Events" enabled from their collision settings. What else could it be?
Open your static mesh asset in browser, then check if you even have any collision primitives assigned.
answered Jul 13 '18 at 02:16 AM
Solved: This was actually a simple mistake on my part. The reason it was attaching between my feet instead of to the socket I assigned in the BP is because I had two versions of the SK_Mannequin skeleton (One that came with the template and one that came with the AnimStarterPack I imported). I was referencing the wrong one, the one I hadn't created the socket for, therefore it couldn't find the socket and just placed it at the default location.
For anyone that might come across this in the future, I've simplified the blueprint, you don't need the "cast to" module from my previous screenshot.
answered Jul 20 '18 at 08:18 PM
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