It’s ‘touch and use’ or the health item is added to the player inventory for later use - which?
At a glance using UnCodeX, UTHealthPickupFactory extends UTPickupFactory rather than UTInventory as you have it. But if you want the Health Pickup to be an Inventory Item that can be used later at will by the player that makes it more complicated and something I’d have to think about for a while before I understood the process to offer you any help.
But if the health pickup is only ‘touch and use’ I’d copy pasta all the UTHealthPickup stuff until I got it working… because obviously the UTHealthPickupFactory works ok.
You’ve successfully managed to get the dead to drop health, and another player to pick up the health so other than activate the health you’re pretty much there.
There has to be another way. I’m working on loot which is similar - bot dies drops; player picks up. At a glance AdjustPawn(…) from UTJumpBoots? Later, I’m doing other stuff now but I’ll get back later.
His problem:
"However, My overridden functions of GiveTo and SpawnCopyFor are never being called. I am obviously missing something. I double checked, and my pickupfactory is on the map instead of the generic one. "
Last post his solution: “the problem that I encountered is that I was overriding the incorrect chain of functions. GiveTo(P) and SpawnCopyFor(P) are only called when the pawn does not currently possess the weapon they are trying to pickup. Otherwise a function in UTWeapon called DenyPickupQuery(…) is called. So a simple override of that to use my AddAmmo function worked out.”