#38 Equip Inventory Items Part 1 - How to Make a Ghost Hunting Game in Unreal

In this lesson, we continue working on the equipment system for our Unreal Engine 5 ghost hunting game. Now that we can pick up items and show them inside the inventory, the next step is to actually equip them. The goal is to connect our inventory items with visible player equipment, so the player can pick up tools and have the correct item appear in their hand or on the player. We start by preparing our test items in the level and making sure they can be picked up correctly. After that, we add the missing item entries and icons to our item Data Table, so the inventory system can identify and display the tools properly. During the video, we also clean up part of the interaction and pickup logic. Instead of directly calling the player character from every overlap, we move toward a cleaner interface-based workflow. This helps keep the system more flexible and avoids expensive or unnecessary direct calls when multiple actors use overlaps. Then we begin building the actual equipment logic. We create a list of equipped items and track the current item that should be active. The idea is that the player can have multiple tools available, but only one item should be visible or active at a time. To make this work, we register the equipment meshes on the player and use an array to control their visibility. First, all items are hidden. Then, when the player equips or picks up an item, the system checks which item it is and activates only the matching mesh. At the end, we connect the pickup flow with the equipment system, test the result, and make the picked-up actor disappear from the level. This gives us the first version of a real equipment workflow where picking up an item can also activate it on the player. This is still the base version of the system, and we will continue improving it in the next steps, but the foundation is now in place. What you will learn in this video: How to prepare pickup items for the equipment system How to add missing items to the item Data Table How to reuse item icons for inventory items How to improve overlap logic with interfaces How to reduce direct calls to the player character How to track equipped items How to store the currently active item How to register equipment meshes on the player How to hide all equipment items by default How to activate only the selected item How to connect item pickup with equipment logic How to destroy the world actor after pickup Chapters: 0:00 Intro & Equipment System Goal 0:18 Preparing the Pickup Items in the Level 2:43 Testing and Adjusting Pickup Collision 4:11 Adding Item Data and Icons 8:38 Setting Up the Other Pickup Items 10:16 Cleaning Up Interaction and Pickup Calls 11:45 Creating Interface-Based Player Updates 18:50 Planning the Equipped Item System 19:08 Creating Equipped Item Variables 23:06 Switching Between Equipment Items 25:13 Registering Player Equipment Meshes 28:52 Controlling Equipment Visibility 31:22 Testing the First Equipment Result 32:26 Connecting Pickup to the Equipment System 33:47 Fixing Item Name Detection 34:10 Destroying the Picked-Up Actor 35:00 Final Test and Result Course Goal: We are building a first-person ghost hunting horror game in Unreal Engine 5 step by step. The project includes player movement, multiplayer, interaction systems, inventory, equipment, ghost hunting tools, evidence systems, ghost AI, sanity, investigation gameplay, and a complete horror game loop. #UnrealEngine5 #UE5 #UnrealEngine #GhostHuntingGame #HorrorGame #EquipmentSystem #InventorySystem #EquipItems #ItemPickup #BlueprintInterface #UE5Blueprints #BlueprintTutorial #HorrorGameDevelopment #IndieGameDev #FirstPersonHorror #PhasmophobiaInspired