Using Blueprint Events in UE5 to Equip a Character

09 January 2025

(This forms part of the development log for the Games Development course that I'm doing at Barnsley College in 2025)

Today was another good day. I continued to watch "" by Gorka Games, and learned how to equip a character. In other words, if the character gets within range to pick up one of the special items (a pill and a bottle at the moment, but in the final game it should be a selection of bottles), and they press 'E' on the keyboard, the object disappears from the ground and now appears in the character's hand. 

Here is the evidence of the character now having picked up the bottle:


The bottle is currently waaaaay too big, but that will hopefully be fixed tomorrow when I watch the next section of the tutorial. I'm just really chuffed to have achieved this at all, at the moment. I've spent weeks getting really frustrated about not knowing how to do things, and now seem to be getting somewhere. 

Having said that, there's still a LONG way to go before the game does what I set out in my proposal - and I actually thought I was being very unambitious when I planned it.

Still to do:

Must haves:

  • Find out how to change the scale of the object when the character picks it up
  • Create or find 7x different-coloured bottle assets
  • Create or find a cauldron-shaped asset
  • Put the bottles on a desk or similar object, rather than the ground
  • Include a clue-note for the character to pick up and read
Should haves:
  • Find out how to get user input, for them to make a choice between bottles
  • Find out how to create the logic to decide if they have made the right choice
  • Find out how to output the result as a text message
  • Implement the three tasks above
  • Put the bottles and cauldron inside a room

Could haves:
  • Try to show a bottle tipping liquid into the cauldron
  • Try to show an actual event, depending on the bottle that the character selected (e.g. success could be a flower appearing, and failure could be an explosion)

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