New Class
I am going to assume that you will want to make several pickups for your game and that the pickups will all be the same type as described above. To start will create a base class of which the actual pickup items will be a child class.
In the Content Browser click Add New and then select Blueprint Class. From the Pick Parent Class window select Actor. Once it is added give it name; I called mine Pickup_Base.
Once it is created, double-click it to open the blueprint. We will need to make some additions. First click Add New Component and add a Static Mesh and give it a name; I called mine PickupMesh. Next add a new variable and change the type to Static Mesh. Make it editable and give it a name; this one I called PickupMeshToDisplay. This will basically allow us to use different meshes for different pickup items even though they are from the same parent class.
Lastly click the Construction Script tab. From the Construction Script node drag a connector and type Set Static Mesh. From the left side drag the PickupMesh into the window, and connect it to the Target connector of Set Static Mesh. Then from the left drag PickupMeshToDisplay into the window, chose Get when presented with the options and connect to the New Mesh connector of Set Static Mesh.
Child Classes and Collisions
From here you will create the actual pickup items as child classes of the Pickup Base. In the Content Browser simply right-click the base call and select Create Child Blueprint Class and give it a name. Repeat for as many pickup items you are going to create.
For each of the items you will choose a static mesh that you have either created or acquired. If you open the blueprint for any of the child items, you will see that PickupMesh is inherited from the parent. Simply highlight it and select the appropriate mesh.
As mentioned before, these pickups will be traditional and disappear once the player crosses over them. In order to accommodate that we will add a box collision to the child class. Once the box collision is created you can create a simple EventBeginOverLap event to destroy the pickup once it collides with the player
Pickup Events
The event graphs will vary from pickup to pickup and game to game. Perhaps the pickup will add health, or some resource the player needs. Or perhaps the pickup give the player a new ability, either permanently or for a period of time. The possibilities are far too endless to go into every scenario in this post. But any logic for what the pickup will do will be created in the Event Graph of the pickup blueprint.
As an example I am providing the blueprint below that adds Health to the player character and then destroys the pickup item. This is all done from an EventBeginOverLap event on the box collision of the pickup item.
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| Pickup Event |
Thanks for reading and see you next time.
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