UE5 Multiple Weapon System - Switch between Multiple Weapons - Unreal Engine Tutorials

UE5 Multiple Weapons System For Beginners - Equip & Switch Weapons | Unreal Engine 5 Tutorial Learn how to build a multiple weapon system in Unreal Engine 5 where you can seamlessly switch between weapons — rifle, pistol, and sniper — with proper animation switching, UI updates, and inventory management. 100% in Blueprints! This is Part 3 of the UE5 Weapon System series. Most UE5 weapon switch tutorials just swap a mesh and call it done. This tutorial goes further — you'll learn the proper inventory architecture using Class References (not Object References), Enum-driven animation switching via Blend Poses, event dispatcher binding/unbinding for UI sync on weapon change, and real-world debugging of the dreaded "Accessed None" error when child actors get destroyed. Chapters: 0:00 - Intro & Result Preview 0:51 - Setting Up Scroll Weapon Input (IA_ScrollWeapon + IMC) 1:44 - Detecting Scroll Direction (Compare Float) 2:28 - Making Fire Sound a Variable (Per-Weapon Audio) 3:27 - Creating Child Blueprints (BP_Pistol, BP_Sniper) 3:56 - Adding Skeletal Meshes & Socket Setup 4:42 - Pistol Config: Fire Rate, Ammo, Montage, Sounds, VFX 6:25 - Sniper Config: Range, Fire Rate, Ammo, Montage, Sounds 8:05 - Weapon Type Enum (Enum_WeaponType: None, Rifle, Pistol, Sniper) 9:13 - Assigning Weapon Type to Each Blueprint 9:44 - Animation Blueprint: Getting Weapon Type from Player Character 10:04 - Blend Poses by Enum (Switch Animations per Weapon) 11:11 - Saved Cached Poses (Reuse State Machine Output) 11:42 - Creating Pistol & Sniper Locomotion State Machines 12:11 - Blendspaces for Pistol & Sniper (Idle, Walk, Sprint) 14:26 - Wiring Cached Poses to Blend Poses Node 15:17 - Weapon Inventory Array (Class Reference vs Object Reference) 15:57 - Why Class Reference? (Can't Add Objects to Array) 16:23 - Adding Weapons to Inventory (Index 0=Rifle, 1=Pistol, 2=Sniper) 16:48 - Understanding Array Indexes (0, 1, 2) 17:27 - Current Weapon Index Variable 17:53 - Weapon Change Function Logic 18:00 - How Weapons Are Added (Child Actor Class on Viewport) 18:26 - Branch: Is Current Weapon Already the Target? 19:26 - Increment Node (Add 1 to Weapon Index) 20:06 - Set Child Actor Class to New Weapon 21:30 - Reset to Rifle If Not Equal 22:08 - Testing Weapon Switch 22:23 - Bug: Index Goes Out of Bounds (Index 3 = Nothing) 22:40 - Fix: Array Bounds Check (Length - 1 Logic) 23:14 - Why Length - 1? (Index Starts at 0, Length Starts at 1) 24:03 - Reset Index to 0 When at Max 24:44 - Bug Fix: "Accessed None" Error (Destroyed Child Actor) 25:01 - Why the Error Happens (Old Actor Destroyed, Reference Invalid) 25:36 - Fix: Cast to Weapon Master After Every Weapon Change 25:57 - Setting Updated Weapon Master Reference 26:20 - Testing: Animations Now Switch Correctly 27:23 - Testing: Fire & Reload on All Weapons 27:47 - Bug: Ammo UI Not Updating on Weapon Switch 28:10 - Fix: Unbind Old Weapon's Event Dispatcher, Bind New One 28:47 - Why Unbind? (Remove Old Weapon's UI Listener) 29:40 - Calling Bind UI on Weapon Change 29:56 - Testing: UI Now Updates on Every Weapon Switch 30:29 - Known Issue: Ammo Resets on Weapon Switch (Teaser for Next Video) 31:08 - Outro This tutorial is part of my UE5 Weapon System series for beginners. Watch the other parts: → Part 1: Shoot Automatic & Single Fire —    • UE5 Weapon System — Shoot Automatic & Sing...   → Part 2: Reload & Ammo System —    • UE5 Weapon System  - Advanced Reload & Amm...   Free assets used: FPS Weapon Bundle (Fab/Epic Games Store), Animation Montages (Mixamo) If this tutorial helped you, drop a like and subscribe for more Unreal Engine 5 game development tutorials! #UE5 #UnrealEngine5 #UE5Tutorial #GameDevelopment #WeaponSystem #MultipleWeapons #Blueprint #FPS #GameDev #UnrealEngine #InventorySystem #BeginnerTutorial