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How To Make An Inspection System In Unreal Engine 5 | Horror & RPG Game Mechanic

3.4K views· 124 likes· 28:50· Nov 25, 2025

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In this video, we saw how to Inspect any object in Unreal Engine 5. How to Pick any object in Unreal Engine 5. This video also includes How to Rotate Item with mouse in Unreal Engine. How to move object using mouse in Unreal Engine 5. Download Project File: https://www.patreon.com/posts/inspection-144317618 Join My Discord Server: https://discord.com/invite/4nNtzmjhQZ Interaction System: https://youtu.be/oscTlm8MChA If this video helped you, please drop a like and subscribe to my YouTube channel: @VercionGames Download My Games From Here: https://play.google.com/store/apps/details?id=com.vercion.Rampit Contact me here: vercionstudio@gmail.com Music used in this video: Butter by Lukrembo Get them from here: https://freetouse.com/music Current Subs - 1908 ___________________________________________________________________________ unreal engine 5,ue5, tutorial ,unreal engine tutorial, ,unreal engine 4,ue4, inspect item unreal engine,ue5 inspect item,ue5 resident evil tutorial,ue5 resident evil inspect item,unreal engine inspect item system,unreal engine 5 how to inspect an item,unreal engine 5 resident evil item inspection,unreal engine how to easily make a inspect item system, unreal engine 4 inspect item system,unreal engine 4,ue4,unreal engine 5 easy item inspection tutorial,ue5 tutorial grab item, how to make inspect item system in ue5. ___________________________________________________________________________ My Laptop Specs: 16 RAM DDR4 RTX 3050 AMD Ryzen 5600h #unrealengine #ue5 #ue4 #ue4tutorial #unrealengine4 #unrealengine5 #blueprints #GameDevelopment

About This Video

In this video I build a complete inspection system in Unreal Engine 5 so you can inspect any object you want—rotate it, zoom in to see every detail, and even move it around to look from any angle. I start from a simple interaction setup (press E to interact) and then create an Inspectable BP as a child of my base interactable, so I don’t have to rewrite interaction logic for every object. The core idea is using a SceneCaptureComponent2D + a Render Target, then showing that capture inside a UI widget with a blurred/dark background, plus a UI material setup (User Interface domain + opacity mask) so the mesh is clean without the background. After that, I wire up Enhanced Input properly by creating a dedicated IMC for inspection (left click, right click, mouse move, mouse wheel, exit). I handle zoom by adjusting the Scene Capture FOV with the mouse wheel, rotation by dragging with left click, and mesh panning by dragging with right click. I also reset everything when exiting (transform + FOV), swap input mapping contexts back to default, remove the widget, and hide the cursor. Finally, I fix two real issues: mouse look not returning (by putting mouse look back into the default IMC) and unlimited dragging (by clamping movement around the default transform). I also show an important performance fix—disable Scene Capture visibility by default so multiple inspectable objects don’t tank your FPS.

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