Ok I watched that video and also this video on enumeration.
Its like in ways I understand it and in ways not. I get that you will have weapon class, and then under that will be the children - weaponbat,weaponknife,weaponrock, etc etcâŚ
So I will explain what I have done so far and you can tell me how far off I am lol.
Ok I first created a blueprint - enumeration and named it âE_Weaponsâ
Opened it up and added a few enumeration names for weapons that might be used.
Now the actor BP I had made for the bat (BP_Item), has like three things, the scene root, the static mesh, and a box collision. I cleared the static mesh like you said.
I then right clicked on the bp and chose create child blueprint. And named it âBP_Item_Baseballbatâ. Adjusted the static mesh back to a baseball bat mesh I was using. Now Iâm assuming that creating these child blueprints, the main thing will be resizing / scaling the box collision to fit each item? I suppose then the only other things would be setting the static mesh, and add a tag to the MESH, whereas the default scene root has the tag âcanpickupâ, I think I will just make the mesh the rootâŚ
And I just discovered that child bpâs can not be reordered. So I will remake the bat child bp (after I moved the mesh to the root) just for this simpler structure.
Over in my third person character bp. I created an Enum variable and set it to the enum I just created.
And here is the logic for picking up and dropping weapons.
Picking up.
I first check if the TPCâs capsule is overlapping the âbp_itemâ. The reason I chose the capsule is because I have many box collisions in the TPC bp, and it was picking up weapons like 7 feet away lol, so this narrowed it down a bit. Then out of that for each loop I check if the actor has a tag âpickupitemsâ. And that feeds a branch. Now after this I have a question mark. Because I imagine we need to check for which weapon it is and thus set the enum variable. But not quite sure how to do this.
I see how you can set the enum for what weapon etc etc.

And then you could use a switch on enum to execute various code based on what weapon.
Which over in my punch logic, I am checking to see if they have a weapon, and if so go to the weapon branch.
Which I imagine will ultimately look something like this.
And here is drop weapon - its simple but just places the item a set distance from the player when attacked. I would like to have it show the item flung through the air to that spot, and not just appear but that is for laterâŚ
Right now, it seems I have to find a way to properly set those enums. What do you suggest here? Thanks!