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EPressedReleasedKeyGet Player Camera ManagerPlayerIndex0Return ValueGet Camera LocationTargetReturn ValueGet Camera RotationTargetReturn ValueGet Forward VectorInRotReturn Value×AB250.0Return Value+ABReturn ValueLineTraceStartEndTraceChannel0bTraceComplexFalsebIgnoreSelfTrueOutHitReturn ValueBranchConditionelseBreak Hit ResultHitHitComponentSET HeldComponentHeldComponentSet Simulate PhysicsTargetbSimulateFalseHoldPointAttach To ComponentTargetParentSocketNameNoneLocationRuleSnapToTargetRotationRuleSnapToTargetScaleRuleKeepWorldbWeldSimulatedBodiesFalseReturn ValueLeft Mouse ButtonPressedReleasedKeyHeldComponentIs ValidObjectReturn ValueBranchConditionelseDetach From ComponentTargetLocationRuleKeepWorldRotationRuleKeepWorldScaleRuleKeepWorldbCallModifyTrueSet Simulate PhysicsTargetbSimulateTrue×AB1000.0Return ValueAdd ImpulseTargetImpulseBoneNameNonebVelChangeTrueSET HeldComponentHeldComponent

Pick Up and Throw

Ready after setupPhysics23 nodes, 31 wiresGallery

E grabs a physics prop within 250 units and holds it in front of the camera; left click throws it.

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Before you paste2

  • HeldComponentPrimitiveComponent

    My Blueprint, then + Variable. Pick this exact type by hand.

  • HoldPointScene Component under the camera

    Add a Scene Component as a child of the camera and move it to where the held prop should sit.

Good to know. The trace doesn't check what it hit, so aim at props with Simulate Physics on. Walls and floors can't be carried.

How it works

More physics blueprints

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Made with Cosindra Blueprint Studio