#1 - You’re right, the Other Item Rotation is only set and doesn’t get called into use in the tutorial. I should have mentioned on this step. The reason I set this variable is so I have the option to manipulate the objects rotation later on. I haven’t had time to implement this but I have plans to allow the object to be picked up and then examined by rotating it around.
#2 - This is something I’ve been working on as well but I haven’t quite figured it out yet. Basically what I think needs to happen is the Pickup Distance needs to be set per object instead of having a set distance. This set distance creates a jostle effect when the object is first picked up, or a slight push/pull on something that has constrained rotations like a door.
If you figure this out before I do, please post it here for everyone.
#3 - Ah…replication. This is also something else I’ve been looking into lately. As of right now this is the results I am getting:
Setting an object to replicate will replicate on the server and client as long as the server player is the one manipulating the objects. If the client manipulates the objects, it is not replicated back to the server.
I’m actively working on this one. As soon as I have an update I’ll post back here.
That fixed it! Super awesome, can’t believe I missed that - I checked over the blueprint a bunch of times. Anyway thanks so much for the tut and the help!
This is the exact style of picking up that I was looking for! Thank you! But I do have a question, how would this be modified to work in a networked game?
My apologies, I see that you already answered this question in a previous question. I have gotten a result where the client doesn’t ever see the movement of the object, it doesn’t matter who tried to pick it up the client or the server, but the server sees the client and the server moving the object.
Hey there. Thank you for the tutorial! Your work is appreciated. However, I am having a bit of an issue. I am fairly new to Blueprints, and I was wondering where the “Release Component” and the “Physics Handle” Target comes from, exactly? (On #1 in the tutorial). I tried figuring it out myself for a while, but I can’t seem to get it.
If you’re just using a camera, check out “Burger Flippin’ Time” on my site: Kitatus.co.uk (Sorry for hijacking TJ ;)) - It’s more aimed from camera interactions with the world and should point you in the right direction It’s all easy to read BP so it should be easy to figure stuff out
Thanks Kitatus! Unfortunately I stopped updating at 4.5.1. I plan on updating soon because all the cool new stuff in 4.6 and 4.7. I’ll just have to figure it out by some other means for now.
I’m taking a look at your Blueprints tutorials…Great stuff!
One thing I did catch wrong myself was that I was using a Line Trace Channel. Now I have switched that to Line Trace for Objects and actually use the Physics Object Types set to an array of 1 location 0, as a PhysicsBody.
Still will not work though.
Another thing I noticed was that your Add Physics Handle Component has a few extra inputs than mine? Could that be the issue? And if so how does one get your type of Add Physics Handle instead of this one (which Is all I can find). Second Picture, its missing manual attachment and Relative Transform.
EDIT: Figured it out. One bool was keeping event tick from constantly getting the Location and rotation. Adding a NOT fixed it! Thanks for this great guide! Any tips for making it locked in place instead of being all flimsy?
Tried to add you on UE4 friends (To test chat functionality) To answer this… There is a bool in the Grab Component called ‘Constrain Rotation’ tick that and the physics actor will stay static while being picked up.
By the way, your pictures show replication, did you manage to replicate this?
Ahh sweet! Working a lot over the next few days however if you would be so kind as to share how you replicated this? I think a few of us are waiting for a solution from TJ but if you have the time to throw some screenies with a bit of text, we would be very grateful!
I did do some work on the adjusting object distance though. Most of what you’ve wrote on the wiki works correctly, but here is what I came up with. Ignore the last branch on the right, that’s just checking the mass of the object is under 200.
It’s pretty basic stuff, but it alters the OtherItemLocation in a the same way you alter pickupdistance on the wiki, and it adds constraints using a value I gave (65) as the minimum, and the pickup distance as the max.
Figured I’d post here and see if anyone has figured out how to stop the jolt once you pick up an item. It’d also be kinda cool if anyone had figured out how to give items weight, so if there is an object on top of another it’d act more realistic rather than throwing the other one off.
Another rather useful thing I’ve added myself is on a blueprint for the object I’m editing I’ve added a limit to the velocity so that by moving the mouse quickly and releasing the item doesn’t make it rocket. Here’s what I added into the blueprint, that I got from here:
Hi! I just was trying this out and I finished the blueprint with no errors, but some questions. (I’m using a third person character, if that affects anything or not). First, how do you set a component? I cannot figure out how to do this. Also, when I first started the blueprint, I assigned it to the character, now when I go into my game, my character isn’t there. When I hit play, he is, but I can’t select him. I would really like to fix this and I appreciate any answers.