📢 Support Notice (Sep 10–18): We'll have limited availability during this period and may not be able to respond. Feel free to leave your questions and suggestions as usual, and we'll review all messages once available.
Notifications
Clear all

New Melee (Pipe) Weapon

10 Posts
2 Users
3 Reactions
96 Views
A306aedd96e3887f90cfe786c4d77965
(@kennfletch)
Active Member
Joined: 7 months ago
Posts: 9
Topic starter   [#73]

I'm having an issue with creating a new melee weapon like a stick or crowbar. I duplicated the "Pipe" weapon assets and started to change the parameters. The first issue that I came across was in the pick menu at least on the controller I can't exit pick up scene. When I press "B" nothing happens. I have to right click on the mouse to get out. I duplicated the "Pipe" assets again and called it Pipe2 and tested and everything works. Its only when I start to customize from the from the stock or example assets things go wrong.

Is there a tutorial on creating your own melee or can you add instructions? Thanks!



   
Quote
Topic Tags
Hosna
(@hosna)
DEVELOPER Admin
Joined: 7 months ago
Posts: 434
 

Posted by: @kennfletch

I'm having an issue with creating a new melee weapon like a stick or crowbar. I duplicated the "Pipe" weapon assets and started to change the parameters. The first issue that I came across was in the pick menu at least on the controller I can't exit pick up scene. When I press "B" nothing happens. I have to right click on the mouse to get out. I duplicated the "Pipe" assets again and called it Pipe2 and tested and everything works. Its only when I start to customize from the from the stock or example assets things go wrong.

Is there a tutorial on creating your own melee or can you add instructions? Thanks!

Hey kennfletch,

First of all, welcome to the forum! 😊 

Thanks for bringing your question to us. I've created a dedicated video tutorial for you, and I'll also be adding it to the documentation so others can benefit from it as well.

In the video, I show you how to add a new melee weapon to your project. I don't have a good stick model available, so I modified the existing pipe model and changed its texture instead. However, the workflow and instructions are exactly the same, so you'll be able to follow the process without any issues.

If you have any more questions or run into any problems, feel free to ask. We'll be more than happy to help!

 



   
criss1818 and kennfletch reacted
ReplyQuote
A306aedd96e3887f90cfe786c4d77965
(@kennfletch)
Active Member
Joined: 7 months ago
Posts: 9
Topic starter  

Thank you for your quick reply and demonstration video.



   
ReplyQuote
Hosna
(@hosna)
DEVELOPER Admin
Joined: 7 months ago
Posts: 434
 

@kennfletch You're very welcome! 😊

I hope the video helps! If you ever have any other questions or run into any issues, feel free to reach out. We'll always be happy to help here on the forum!



   
ReplyQuote
A306aedd96e3887f90cfe786c4d77965
(@kennfletch)
Active Member
Joined: 7 months ago
Posts: 9
Topic starter  

there is an issue with the gamepad not working once after picking up now. when I pick up the weapon and try to equip from the inventory the gamepad doesn't seem to register anymore. I have to move around the mouse. I made a video. when the movement stops thats when the gamepad buttons stop working.

 

Recording 2026-07-05 115900.mp4



   
ReplyQuote
A306aedd96e3887f90cfe786c4d77965
(@kennfletch)
Active Member
Joined: 7 months ago
Posts: 9
Topic starter  

I'm not sure if I broke anything while creating a new weapon. Not sure what that could be. I installed a fresh build and it seems the gamepad is working. I'm not sure what I could have broke that would make the gamepad not work in the menu.



   
Hosna reacted
ReplyQuote
Hosna
(@hosna)
DEVELOPER Admin
Joined: 7 months ago
Posts: 434
 

@kennfletch Thanks for letting us know that the issue is resolved in a fresh installation of the framework 👍 

If you run into this problem again, and you're using a standard Xbox controller (which is the gamepad controller officially supported by the framework at the moment), please follow the steps in the video below.

Gamepad-B-Button-Test

In this video, I showing where to place a Print String when the B button is pressed. The Print String should execute, just as it does on my end. 


This post was modified 2 months ago by Hosna

   
ReplyQuote
A306aedd96e3887f90cfe786c4d77965
(@kennfletch)
Active Member
Joined: 7 months ago
Posts: 9
Topic starter  

@hosna thank you for the video. I followed your video. I pressed the keep button the print string did not trigger. I may have found the problem. I've been duplicating the gamemode making a new one which I think it breaking something. When I switch back to the default "BP_ModernHorrorGamemode" the buttons seem to be working fine. Could you explain this? Is the logic connected to "BP_ModernHorrorGamemode" in any way? Thanks!



   
ReplyQuote
Hosna
(@hosna)
DEVELOPER Admin
Joined: 7 months ago
Posts: 434
 

@kennfletch Yes. The framework checks the UseGamepad variable in BP_ModernHorrorGameMode at runtime to determine the current input method.

If you want use a new Game Mode, I'd recommend making it a child of BP_ModernHorrorGameMode so you can keep using that variable.

If you want a completely separate Game Mode, you'll need to add the UseGamepad variable to it, then update the "GetGameMode" and "SetUserFocusIfUseGamepad" functions in "BFL_BaseGameLib".

Just make sure to create a backup of your project first, since you'll need to update a few references afterward.

I'd definitely recommend the first approach, it's much simpler and easier to maintain 😊 


This post was modified 2 months ago by Hosna

   
ReplyQuote
A306aedd96e3887f90cfe786c4d77965
(@kennfletch)
Active Member
Joined: 7 months ago
Posts: 9
Topic starter  

I tried making a child initially as well but that didn't work. I'll retry. Thanks!



   
ReplyQuote
Share: