
Grab Move Drop System – Unreal Engine
The GrabMoveDrop system is a versatile tool for object interaction in your game, allowing you to pick up any static mesh and attach it to a chosen socket on the character’s skeleton. With this system, you can hold items in hand or attach them to a secondary socket (e.g., on the back), facilitating movement and later dropping of objects. The system also supports destroying the object upon pickup and adding it to, for example, a custom inventory (the project does not include inventories).
The GrabMoveDrop system is built with a single Blueprint for easy and quick implementation. Configuration is based on your own animations, enabling precise timing for attaching the static mesh to the chosen location. This system is ideal for developers who need object interaction functionality in their game without requiring complex setup.
Update V1.1:
A new option has been added to the settings – Custom Coordinate (when Reenable Grab = False) – this allows you to set a specific character location and rotation, enabling more precise animation execution.
Added new category – Calc New Location For Character – allows you to easily calculate the new location and rotation of the character for the Custom Coordinate option, without the need to readjust the animation to the BP.
Features:
Ability to pick up any static mesh and attach it to a specified socket on the character’s skeleton.
Option to hold the mesh in hand or attach it to a secondary socket (e.g., on the back) for moving and dropping later.
Option to destroy the mesh upon pickup and add it to a custom inventory if desired (inventory not included).
Single Blueprint implementation for ease of use.
Easy integration with your own animations: configure the attachment of the static mesh to the chosen location based on custom animation timings.
Number of Blueprints: 3
Network Replicated: (No)
Supported Development Platforms:
Windows: Yes
Supported Unreal Engine Versions: 5.2 – 5.6
Important/Additional Notes:
Compatible with ALS
The accuracy of the animation will depend on the user of this system.
The BP_GramMoveDrop implements the function of being able to use PiontLight, for example, for a lamp, flashlight, etc. There is no problem to similarly add implementations to handle particles, for example, for torches.
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