Your question should be more specific. Which youtube video are you following? Which part does not work for you? What does your blueprint/c++ code look like? That way people would be able to diagnose the issue you have.
Anyway, a simple multi-weapon design is:
-
Your character should have an array
of weapons, each weapon bound to a
key (1,2,3…). The weapon can be
attached to the character via
AttachToActor() method. -
Your character should have a
CurrentWeapon variable that tracks
the current active weapon. You want
to hide all other inactive weapon.
When an weapon becomes active, you
un-hide it. -
Your weapons should derive from the
same base class that declares some
common functions such as Fire(),
AlternateFire(), etc. In each
subclass weapon you implement these
functions. -
You should add debug information,
such that each time you switch weapon
by pressing some button, the name of
the CurrentWeapon is printed out.