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Pick Up and Drop Items in Unreal Engine 5 | Horror Escape Game - Part 8 | Beginner Friendly

418 views· 16 likes· 16:29· Feb 15, 2026

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In this video, we saw How to Pickup key in hand in Unreal Engine 5. How to drop object from hand in Unreal Engine. This video also includes How to make horror game in Unreal Engine. Download Project File: https://www.patreon.com/posts/complete-horror-149176525 Join My Discord Server: https://discord.com/invite/4nNtzmjhQZ Full Playlist: https://www.youtube.com/playlist?list=PLCXlkEo1ncsCWDlGqDoMC9BeBVxBGOg00 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: Teapot by Lukrembo Get them from here: https://freetouse.com/music Current Subs - 2306 ___________________________________________________________________________ unreal engine 5,ue5,horror game, tutorial, unreal engine horror game,first person horror game unreal engine 5,ue5 first person horror,ue5 beginner tutorial,ue5 how to make a horror game,unreal engine 5 simple beginner tutorial,unreal engine 5 easy horror game,unreal engine 5 beginner game,unreal engine 5 how to make a horror game on unreal engine 5, unreal engine 4,ue4,unreal engine 5 easy game tutorial,ue5 make creature ai chase game tutorial, beginner 1st person horror game 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 Part 8 of my Horror Escape Game series in Unreal Engine 5, I set up a clean item system so the player can pick up and drop objects like keys and a hammer. I start by organizing assets into an Items folder, then I create an ItemType enum (Key, Hammer) so every pickup can be identified properly. After that, I build a Base Item blueprint that inherits from my Base Interactable, and I add the core variables: Item Type, Door Lock Name (Name), and Pick Orientation (Transform) so each item can sit correctly in the player’s hand. Then I move the old “collect key” logic into a more general “collect item” flow. In the character blueprint, I store only one item at a time (not an array), show the collected mesh in front of the camera using an Item Mesh component, and apply the item’s Pick Orientation transform. For dropping, I add a Drop Item function in the interface, clear the held mesh, spawn the collected item class back into the world at the camera/hand position, enable physics, and add an impulse forward so it throws naturally. Finally, I update the drawer spawning logic in the game mode by changing the list from keys to a Base Item class list, so keys and the hammer can spawn randomly together.

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