How do I create a System similar to this?

Hello there, I’ve tried several ways to create an Item Pickup / Item Glow System similar to games like this: and whatnot

Here’s a video from a friend the other day

What am I trying to achieve?

You walk up to a collectible and it glows with this shiny white glow, which seems to be using some kind of ray tracing or line tracing

It glows whenever you’re near it and stops glowing when you aren’t near it anymore. (I know this is some boolean magic.)

and when you walk up to it and press “E” it disappears and is sent to your inventory.
In my case I’ve used E > Set Hidden In Game > New Hidden and Add Item to Inventory.
and No I don’t want to display an “E” or text near it when close, I just want it to glow white.
and then I press E and it hides the actor and then sends it to my inventory.
I’ve played with it in several different ways but I cannot get anywhere close to a “glow” like this.
all I’ve done with it is make other weird glows.

Is there any better way to achieve something like this?

I’ve been on and off using this engine for 7 years. and I have tried tons of things to get something like this but I cannot for the life of me get a glow like this. I’ve recently upgraded from UE4 to UE5 and I’m confused on how to do this in UE5.

My blueprint from a couple days ago.

Hello.
you can change it’s material parameter to achieve this kind of effect.

this is an example:


the player:

the cube:

timeline inside the cube:

the material:

this example was made very quickly.
So the logic might be inefficient.
The main point is to show you that setting material parameter is the core…

Hope it helps.

1 Like

no it’s not custom get.
You cast to cube→Promote it to a variable. Find the variable on the variable list on panel on the left side and drag it into BP graph.
Right click it →change to validate get.
put it there…

but this part is a bit messy .
if you need I could give you a better version later when I back home. :slightly_smiling_face:

1 Like

Thank you for the help, I fit in your system with mine,

but now my mouse cursor over the cube does not make it glow anymore

My system makes it so when your mouse cursor hovers over the cube it then starts glowing, but it’s not working as I would like, do you have a better solution to this new problem?

How it’s intended:

Hover over Cube: Glows

Not hovering over cube: Does not glow.

^ this is how it should be,

hey ,never mind.
Here comes the better version.
it can detect multiple objects.
and I believe it should work for first and 3rd person…




hope it helps.

1 Like

To add a bit… In UE5 we can assign an Overlay Material to mesh components. A single mat instance could be used for every valid target:
SineMat
The glow can be done in the material:


The rest in an actor component to set the tick interval to something like 1/15

Yes.

1 Like

I have one more question, is your Parent “Look at Glow” a custom Enhanced Input Action or something else, my collectible glows in the editor and forever in-game no matter if you look away from it or not. (Should only glow if your mouse is over it)

Sorry about all the questions and stuff lol. I’ve previously used UE4 but I have came from Unity and am still learning Unreal Engine a bit, I code in C# and C++ but I thought Blueprints would be faster and better imo.

I made an actor component and used tick to do the traces. Then assigned the actor component to the pawn. Hope that answers your question.

Nothing should have the overlay material assigned, the component takes care of that.

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.