Creating Custom Items with Native mesh/settings

Hello - I have recently been exploring the new custom weapons setups.

I have noticed if you make a custom item with a built in superclass (like “Assault_Rifle”), it will spawn in a native mesh that matches the weapon. This is great - I can attach custom definition scripts for my own unique inventory system, but I would like to change it’s name on the pickup message.

To change names, I have tried to make my own “item_interactable_component” which extends “interactable_component” - the problem is this prevents the native pickup component from being created, and the mesh, so I am left with an item that has no mesh but does have a unique name.

I could also add a mesh component on top, and this completes the loop - but the problem is I just want the basic scar/m16 model, with a new name (like M16 or Scar, for example) and have the pickup behave like it normally does (the nice, floaty animation)

It’s quick/easy to use a superclass to make items for my game, but I would also love to change the display name in game, basically I would love to do either of these things:

  • access these static meshes to create a custom item using the in-engine assault rifle mesh (not the one that is in scene graph, I literally mean use the SCAR or M16 models.)
  • Change the interact message without removing the native item mesh/behaviors

Are either of these possible?

You have 2 avenues to go,
Use the pre-given epic items like “Assault Rifle,Pump Shotgun,Striker AR etc”

they work right out of the box HOWEVER the customization is SUPER LIMITED, at most you can change the visuals like name and rarity and it will still work like a normal FN gun.

The other avenue is using the custom weapon templates.


These ARE SUPER CUSTOMIZABLE and you can go more in-depth in customizing them like changing the damage, reload speed, magazine size, mesh etc. However they lack other features like not being able to work with the save point device and having a basic pickup component widget