Hi everyone,
I’m relatively new to Unreal Engine Blueprints, and I’m currently developing a multiplayer battle royale game called Marked.
The basic concept is that instead of relying only on something like a traditional shrinking zone, players can become Marked. When that happens, a giant, indestructible Raven hunts the Marked player. The Raven is meant to have several different possible attacks and behaviors so it feels unpredictable, including swooping at the player, landing near them, attacking them directly, and grabbing them with its talons and carrying them away.
The grab/carry attack is the part I’m currently having trouble with.
What I’m trying to make happen is:
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The Raven swoops toward the Marked player.
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When it reaches the player, the player is grabbed and attached around the Raven’s feet/talons.
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The Raven continues flying while carrying the player.
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The player should move completely with the Raven while being carried.
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The player should not fall because of gravity, drag along the ground, or accidentally control/move the Raven.
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Later, I want the Raven to either drop the player or finish the attack.
The Raven’s swoop itself is already working. It can fly toward the player and reach them. The problem starts when I try to attach the player to the Raven.
During testing, I’ve had several different problems:
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The player gets dragged behind the Raven instead of actually being carried.
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At one point, moving the player caused the Raven to move with the player, almost like the attachment relationship was backwards.
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The player can still be affected by gravity while attached.
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Disabling or overriding gravity helped with the falling, but caused other glitches.
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I’ve tried Attach Actor to Actor and Attach Actor to Component.
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I’ve experimented with attachment rules such as Keep World and Snap to Target.
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I’ve also tried creating attachment points/sockets around the Raven’s feet so the player can be positioned where the talons are.
Because this is a multiplayer battle royale, this needs to happen dynamically during normal gameplay rather than as a scripted cutscene. Eventually, the Raven will choose between different attacks, so the grab/carry behavior needs to be something the AI can activate, perform, and then exit cleanly.
I’ve attached a screenshot of the relevant Blueprint.
What would be the recommended Blueprint setup for temporarily grabbing and attaching a Character to an AI-controlled flying actor?
Would I need to do something along the lines of:
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Disable or change Character Movement when the grab happens.
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Disable gravity/collision in some way.
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Attach the Character to a socket/component on the Raven.
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Let the Raven control all movement while carrying the player.
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Detach the Character and restore movement, gravity, and collision afterward.
Also, since this will eventually be multiplayer, is there anything I should be doing differently now so the grab/carry system will work correctly with replication later?
I’m still learning Blueprints, so if possible, a node-by-node explanation or an example of how the attachment sequence should be structured would be extremely helpful.
Thanks!


