Unreal Engine & Blueprints
Collectibles Part 4
Written guide

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This fourth collectible lesson adds rings alongside the existing coins and keeps their counts separate on the character. It builds a second pickup Actor, then corrects the character’s event flow so both type checks can execute from one overlap event.
The prerequisites are the coin Actor from Part 1 and the character-held coin counter from Part 2. The exact Unreal Engine release is unidentified. This is a two-type pickup example, not a persistent inventory or a general item database.
Create and center the ring Actor
At 00:01–03:00, a new Actor Blueprint receives a torus static mesh. Its appearance is adjusted toward yellow, its orientation is changed, and Rotating Movement is added with a rotation value of 360 in the demonstrated setup.
The first play test reveals that the ring rotates off-center. The mesh is repositioned relative to the Actor’s rotation center, and the next test gives a better result.
This is a placement issue distinct from rotation speed. Increasing the rate cannot correct a mesh orbiting an unintended center. Inspect the component offset and the axis around which the Actor is rotating.
The narrator occasionally calls this new object a coin, but the new Blueprint and counter are for rings. Keep those names distinct when extending the existing coin graph.
Make the ring collectible before counting it
During 03:00–04:00, Actor Begin Overlap is connected to Destroy Actor targeting the ring itself. The initial test fails because the Actor has no suitable detection volume, so a Box Collision component is added and fitted around the ring.
With that volume in place, the ring disappears when reached. Its removal does not yet increment an inventory value; that behavior belongs to the character’s separate overlap logic.
Test those two outcomes independently. A disappearing ring establishes the pickup Actor’s response, while an increasing Rings value establishes the character’s record of the interaction.
Add a separate character counter and type check
At 04:00–07:02, the character’s existing coin-counting logic is adapted for a Cast to Ring path. A new Integer variable named Rings supplies the count, initially zero. On the appropriate successful cast, the graph reads Rings, adds one, stores the result, and prints it.
The event’s overlapping-actor reference can supply the object input for both type checks. The execution path is a different matter: trying to connect the existing execution output directly to a second path disconnects the earlier connection in the demonstrated edit.
The initial ring test therefore still fails to count correctly. A valid data reference and completed arithmetic do not help if execution never reaches them.
Keep the counters separate throughout the copied graph. Reading Coins and storing Rings, or printing the wrong variable, can produce plausible output while mixing the two item types.
Use a Sequence to execute both checks
During 07:02–08:29, a Sequence node is inserted after the character’s overlap event. Its two execution outputs run the existing coin check and the new ring check, while each cast tests the overlapping object against its own class.
Only the successful type-specific path should increment that type’s counter. The Sequence does not make every overlapping Actor both a coin and a ring; it provides an execution opportunity for each check.
The final play test collects several rings and then coins, with the values tracked separately. That is the demonstrated completion: two pickup types, their own counts, and an event path that reaches both checks.
The recording does not establish persistence after character replacement, a shared pickup interface, or a general guarantee against duplicate overlap awards. It also does not replay the earlier effect-and-sound work for the ring. Preserve those boundaries when expanding beyond this two-class example.