# How do i equip a weapon on a character without a mannequin?

**URL:** <https://forums.unrealengine.com/t/how-do-i-equip-a-weapon-on-a-character-without-a-mannequin/479017>\
**Category:** Character & Animation\
**Tags:** interactive-objects, beginner, unreal-engine, question\
**Created:** [February 19, 2021, 2:09am UTC](https://forums.unrealengine.com/t/how-do-i-equip-a-weapon-on-a-character-without-a-mannequin/479017 "2021-02-19T02:09:47Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![dest\_ikisaki](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@dest\_ikisaki](https://forums.unrealengine.com/u/dest_ikisaki)\
**Post date:** [February 19, 2021, 2:09am UTC](https://forums.unrealengine.com/t/how-do-i-equip-a-weapon-on-a-character-without-a-mannequin/479017/1 "2021-02-19T02:09:47Z")

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Hey guys!  
I’m pretty new with Unreal Engine 4 and the only source of tutorials I get are from many different Youtube tutorials.  
I’m trying to create a first-person run and slash game and I started by making a character from scratch following the “Let’s create FPS Controller Foundation” video.

I created a sword using blender and I added a blueprint actor class, added a box collider and enabled physics to it, and that’s mainly it.

Now most of the tutorials are based around 3rd person characters, or just generally characters with mannequins, so when it comes to equipping they just create a socket and put the weapon on it.  
Could someone explain to me how I can make the actual sword interactable, something like pressing E on it, so it disappears and shows up on my screen?

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**Author:** ![Kehel18](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kehel18](https://forums.unrealengine.com/u/Kehel18)\
**Post date:** [February 19, 2021, 5:02pm UTC](https://forums.unrealengine.com/t/how-do-i-equip-a-weapon-on-a-character-without-a-mannequin/479017/2 "2021-02-19T17:02:05Z")

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Hi there! In fact you can take a look at USpringArmComponent - it is also has sockets, so there is no need in mesh for Scene Component to own sockets. But you will need to do that in C++.
