# \[TUTORIAL\] Physics Handle / Pick Up Physics Objects

**URL:** <https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208>\
**Category:** World Creation\
**Tags:** unreal-engine\
**Created:** [November 13, 2014, 7:14pm UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208 "2014-11-13T19:14:24Z")\
**Posts on this page:** 20\
**Page:** 3

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**Author:** ![AmnesiaB1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AmnesiaB1](https://forums.unrealengine.com/u/AmnesiaB1)\
**Post date:** [April 6, 2015, 2:55am UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/41 "2015-04-06T02:55:58Z")

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> [@;178880](#):
>
> Hey guys,
> 
> For anyone interested, I just posted a tutorial for how to create a Skyrim’ish style physics object pickup/throw in blueprints.
> 
> [A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums](https://wiki.unrealengine.com/Pick_Up_Physics_Object_Tutorial)
> 
> Cheers,
> 
> TJ

Hey I tried following your tutorial but I got as far as Add Physics Handle Component and ran into a problem, I don’t have the transform input,any ideas whats wrong?

cheers.

![R5Lbeng.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/8/b/8b77b848955d6f541f182b67d8cad6a4bcb29aa2.png)

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**Author:** ![Conkerballs](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Conkerballs](https://forums.unrealengine.com/u/Conkerballs)\
**Post date:** [April 6, 2015, 4:09pm UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/42 "2015-04-06T16:09:17Z")

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Hey Bowen,

Firstly, Right-click and Get Actor Transform, from the orange transform node drag it out and then type Add Physics Handle Component.

Pretty sure that’s it.

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**Author:** ![AmnesiaB1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AmnesiaB1](https://forums.unrealengine.com/u/AmnesiaB1)\
**Post date:** [April 6, 2015, 4:28pm UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/43 "2015-04-06T16:28:00Z")

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> [@Conkerballs;265750](#):
>
> Hey Bowen,
> 
> Firstly, Right-click and Get Actor Transform, from the orange transform node drag it out and then type Add Physics Handle Component.
> 
> Pretty sure that’s it.

Hey, that has solved my problem and given me the correct box, thanks

Update: Just got this thing working,

Had to set Physics Object Types as an array and add PhysicsBody as an object type to solve another problem, I don’t think this is mentioned.

![yl4WQdA.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/8/b/e8bfe266c287953875e32eb7f8ec1b2dfaa0ee03.png)

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**Author:** ![Animaphic](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Animaphic](https://forums.unrealengine.com/u/Animaphic)\
**Post date:** [April 30, 2015, 3:52pm UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/44 "2015-04-30T15:52:15Z")

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Hi there, thanks a lot for the the tutorial it was a great help for me. I’ve got just one question if you don’t mind, I need to get this to work on a tablet where when I touch on the tablet grabs an a object and when I release it drops the object, please see below for my noobish attempt. any ideas where I’m going wrong?

I’ve also tried it with a duplicate equals enum and a branch off that with the true going into the physics handle active and the false going into the physics handle deactive which didn’t work also

thanks

![923e399310ee370f69f0c4150b780004eaa30605.jpeg](https://d1ap1mz92jnks1.cloudfront.net/images/transparent.png)

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**Author:** ![Renderdog](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Renderdog](https://forums.unrealengine.com/u/Renderdog)\
**Post date:** [May 29, 2015, 1:34am UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/45 "2015-05-29T01:34:33Z")

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First Trace sends object moving?

Hi ,  
This is a great tutorial which has helped me a lot. I have my character BP set up so it can push and pull objects. However on the first trace it moves the target object. My character blueprint is almost identical to the tutorial. I only want the actor to be able to push and pull the box, so I have left out the controls for impulse.

I also posted the details in this thread. Maybe someone can see something obvious I am doing wrong? Thanks in advance.

> **[First trace sends object moving ( similar= applying physics handle sends...](https://forums.unrealengine.com/showthread.php?71313-First-trace-sends-object-moving-%28-similar-applying-physics-handle-sends-surrounding-objects-flying%29)**
>
> I have my character BP set up so it can push and pull objects. I have an almost identical setup to this tutorial here. https://answers.unrealengine.com/questions/89560/applying-physics-handle-sends-surrounding-objects.html when I send out the...

1. when I send out the first trace to detect physics objects, it sends the object moving.
2. all subsequent traces work as expected and do not move the box.
3. when I trace (T key for testing) and hold down the move key (A or D) I can push and pull the box. The box moves relative to the actor.

Any ideas why the first trace would cause the box to move? ( subsequent ones do not and perform as expected) I am guessing I am missing something simple?  
Notes: I am constraining the box on the Y axis. Also note this is a side scroller and not 3rd person.

 ![firstTrace.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/0/a/0a00d37c97d7b3167d1f75383b6db684a81154f5.jpeg)  
image 1  
 ![firstTrace1.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/b/0/b0b98fe1d035beb567a7d449a660d90b6c2e3bff.jpeg)  
image 2  
 ![firstTrace2.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/3/9/39ceb21061a485a38f979d8f38aa9868c682eed7.jpeg)  
image 3  
 ![firstTrace3.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/d/0/d0a8d04ce85115c1ce720364600bbce8476c6d82.jpeg)

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [May 29, 2015, 4:09pm UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/46 "2015-05-29T16:09:18Z")

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Hi Renderdog,

Do you have any of the variable set to a non-default value that could be effecting this? Most of the variables are set to zero/false.

Here is a list of all variables and their default values.

[https://wiki.unrealengine.com/Pick\_Up\_Physics\_Object\_Tutorial](https://wiki.unrealengine.com/Pick_Up_Physics_Object_Tutorial)

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**Author:** ![Renderdog](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Renderdog](https://forums.unrealengine.com/u/Renderdog)\
**Post date:** [May 29, 2015, 10:15pm UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/47 "2015-05-29T22:15:36Z")

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hi TJ,

Thank you very much for responding. I appreciate any insight you may have.

1. I checked all of my default values. Everyone matched except for “pick up distance” was set to 0 as a default.  
2)I changed it to 250 to match my set distance. (I also tried with 500 default value) I was hopeful, but when I tried it a again I got the same behavior. The first trace still moved the box in the same way as described above.
2. using 4.76 with the 3d scroller template as a starting point

- I have also tried re-arranging where the “SET otherItemLocation” lives in the chain. IE between the LineTrace ForObjects and the Branch , or further down the chain. I have watched the simulation in the event graph and I am stumped. What is so strange is that after that 1st trace , everything performs as expected. My goal is pretty simple, I want the actor to be able to push and pull the box to new locations, which works after the first trace. My setup “appears to be” the same as the tutorial however I am not using the impulse.

If you have any other insights they would be greatly appreciated. Thanks -Greg

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**Author:** ![anonymous\_user\_f41e01c1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_f41e01c1](https://forums.unrealengine.com/u/anonymous_user_f41e01c1)\
**Post date:** [June 27, 2015, 2:52pm UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/48 "2015-06-27T14:52:23Z")

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TJ, is it possible to bind the physics object to a socket?

So when i activate the pickup, it goes straight to the hand and fires out from there?

Im looking to simulate a dice throw effect.

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**Author:** ![anonymous\_user\_f41e01c1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_f41e01c1](https://forums.unrealengine.com/u/anonymous_user_f41e01c1)\
**Post date:** [June 28, 2015, 2:55pm UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/50 "2015-06-28T14:55:54Z")

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Good idea, didnt think of that ;), ill see how it looks cheers.

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**Author:** ![kamrann](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@kamrann](https://forums.unrealengine.com/u/kamrann)\
**Post date:** [June 28, 2015, 3:48pm UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/51 "2015-06-28T15:48:18Z")

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I haven’t actually implemented this tutorial myself, but reading through the blueprint image I have a couple of questions/observations.

From the BreakHitResult node, the HitComponent is fed into various other nodes, a couple of which are on a separate execution path from that in which the LineTraceForObjects node was executed. I’m primarily a C++ programmer and don’t use blueprints a lot, but to me this looks like it shouldn’t work. I would have assumed that return values did not persist across different events. Even if the value from the previous execution remains valid, this still looks unsafe since the line trace could potentially have failed.

Also, it looks like a new Physics Handle component is created with every new mouse click, but nowhere are they destroyed. Wouldn’t this result in a continually increasing stack of components?

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**Author:** ![SethPDA](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SethPDA](https://forums.unrealengine.com/u/SethPDA)\
**Post date:** [June 29, 2015, 4:36pm UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/52 "2015-06-29T16:36:28Z")

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Is it possible to use this tutorial as base and modify it something similar to Portal 2?  
I would need this pick up object interaction, but the object being held in place and always snaps back to it’s original rotation(XYZ).  
I also had an issue with this. When I hold an object, when I rotate, the object does not rotate with the player, instead it stays in it’s rotation when it was picked up.  
So in summary, can this be modified to be something like in Portal 2?  
If yes, then can some1 guide me through please?

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**Author:** ![anonymous\_user\_2a09f2b7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_2a09f2b7](https://forums.unrealengine.com/u/anonymous_user_2a09f2b7)\
**Post date:** [July 2, 2015, 2:31am UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/53 "2015-07-02T02:31:14Z")

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Hi

I follow all steps, but I’ve not tested yet. I built this tutorial into a new brank blueprint class. Because I intend to understand how I can access through the “ThirdPersonCharacter” external classes like any movement or input action within PlayerController for example.

Could you, please, to exemplify how I can achieve it? Will be of great help.

Thanks

B

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**Author:** ![asmrpuppy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@asmrpuppy](https://forums.unrealengine.com/u/asmrpuppy)\
**Post date:** [July 27, 2015, 12:33pm UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/54 "2015-07-27T12:33:35Z")

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This is just such a great Tutorial. I’m currently leaning quite heavily on this so thank you!

I’d like to be the first to express interest in a C++ tutorial of this.

I think it would be a great learning tool, to be able to do it first in BP and then, to take it over to C++!

I wonder if anyone else is also interested?

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**Author:** ![anonymous\_user\_0d79f20c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0d79f20c](https://forums.unrealengine.com/u/anonymous_user_0d79f20c)\
**Post date:** [August 1, 2015, 10:49pm UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/55 "2015-08-01T22:49:54Z")

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Hi @TJ\_Ballard I stumbled across a problem in this blueprint… when ever i try to pick up objects nothing happens and the message log gets filled whit “Accessed none ‘physics handle’ from set target location and rotation in graph _blah blah blah_”

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**Author:** ![anonymous\_user\_0d79f20c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0d79f20c](https://forums.unrealengine.com/u/anonymous_user_0d79f20c)\
**Post date:** [August 1, 2015, 11:09pm UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/56 "2015-08-01T23:09:27Z")

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Never mind the last post, now they just automagically launch off in space when i try to grab

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**Author:** ![Nae](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Nae](https://forums.unrealengine.com/u/Nae)\
**Post date:** [August 5, 2015, 6:08pm UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/57 "2015-08-05T18:08:35Z")

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Sorry to reply so long after you posted the tutorial, but I just started up. Does this blueprint work in 4.7.6? I recreated everything inside my FirstPersonCharacter blueprint and doesn´t seem to do anything when I testplay.  
Thanks in advance

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**Author:** ![anonymous\_user\_09425f7d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_09425f7d](https://forums.unrealengine.com/u/anonymous_user_09425f7d)\
**Post date:** [August 28, 2015, 7:31pm UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/58 "2015-08-28T19:31:17Z")

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Hi, first of all, thanks for the tutorial. For some reason whenever I try to pick up something in the default First Person map, specifically the white cubes, they seem to be anchored to the floor. They won’t get lifted up for than a foot or so, and give me trouble moving them around. Do you know what could be wrong? Thanks in advance.

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**Author:** ![anonymous\_user\_2a09f2b7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_2a09f2b7](https://forums.unrealengine.com/u/anonymous_user_2a09f2b7)\
**Post date:** [September 2, 2015, 4:33pm UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/59 "2015-09-02T16:33:12Z")

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Hi

I am not well versed in blueprint communication.  
I made a external blueprint to PhysicsHandle only. But I can not imagine how to call this external blueprint within the thirdpersoncharacter pressing any key,

What kind of casting I should to use to call the PhysicsHandle function in my thirdpersoncharacter pawn?

-

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**Author:** ![Slydex44](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Slydex44](https://forums.unrealengine.com/u/Slydex44)\
**Post date:** [October 29, 2015, 1:04am UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/60 "2015-10-29T01:04:54Z")

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Hi all.  
I’m interesting is there any solution to save rotation of grabbed object? I mean when I grab it, it saves it’s rotation but rotates relatively player rotation. As if use “Attach Actor To Actor”.  
Ty.

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**Author:** ![AuthurVonRichpants](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AuthurVonRichpants](https://forums.unrealengine.com/u/AuthurVonRichpants)\
**Post date:** [December 18, 2015, 3:08am UTC](https://forums.unrealengine.com/t/tutorial-physics-handle-pick-up-physics-objects/15208/61 "2015-12-18T03:08:35Z")

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I don’t know if this thread is still active but I hope so! I Tried your tutorial in a Blank Template and put in my own animations and movement inputs (so no First Person Camera) I instead used just “camera” Which was mounted on a boom. Is this why It isn’t working for me?? I have tried this tutorial three times just to be sure it wasn’t me, but no dice. I think its the camera node.

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