Hello, I am very new to blueprinting and this is my very first game that I am working on. I watched a five hour intro tutorial and have been trying to implement very basic stuff such as picking items up and setting them to unlock doors, etc.
In this instance, I have been setting up blueprints for the character to walk up to this crystal, pick it up and have it in the bottom right corner as if it’s being held, and then the character can walk over to the place it’s supposed to go and set the crystal back in place. I have blueprinted most of this and works fine, but for some reason the crystal does not pop up to where my scene component is set on my character.
I used the attach to component feature as shown below. This is where I’m not sure if I’m doing it right. I set the location and rotation to snap to the target which is self(character, right?) And when I do snap to target for scale, it shows up tiny. I have tried keep relative and keep world, but for both of those the crystal disappears but the game still registers it as picked up.
Use keep world offset in the attach to component node and teleport the crystal to the scene location before you attach.
The mesh might be teleporting to the centre of the game world in some cases.
Check to see the crystals mesh isn’t floating away from its origin location.
And use print string to print the scale of the gem every frame, it might be scaling itself down.
I changed it to keep world and it disappears. This is a screenshot to show that it is parented to my character and is there, but invisible?
In the picture, it looks like it’s in the centre of the world. I would give the gem a really large object with no collision on it, like a square component with the scale of 5 to debug.
It could also be so large that it goes around the camera, and you can only see the inside of it, which would be invisible. I’m not sure why the scale is 85.
So I tested what you said and replaced my crystal mesh with a random cube. It does work. So yeah, it must be something wrong with the mesh. The scale was set to 85 because I modeled it too small and scaled it up. The mesh was really only to test as I have to change up the crystal mesh anyway.
So it works? As you were writing back I was done coding this and this is the way I usually do it.
The resolution ended up being that the item was not perfectly centered at 0,0,0 in Maya before exporting, causing issues. All fixed now, thanks for the help!
Sorry, I guess I somewhat misunderstood the first time.
That was my first comment -_-