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"Attach Actor to Component " doesnt work properly in first person template

Hello . First of all , i'm using the version 4.5 on the engine and here is how to recreate the problem :

I created 2 projects , first one based of "first person blueprint " template and the second one based of "Third person blueprint " template .

Then i created a Socket in the right hand of the default pawns in both projects named "Weapons" , then added a preview mesh to the socket for getting the rotation and transform right .

then in the level blueprint i added the setup shown below , to attach a mesh to the socket when the game runs. i actually tested this with static mesh/skeletal mesh/blueprint in both projects , with both default pawn( blue man and blue hands) and my custom pawn .

alt text

Here is the results in first person template :

*Attaching Staticmesh to socket in first person template : it simply doesnt attach , and gives an error when exiting play session .

*Attaching Skeletalmesh to socket in first person template : it attaches to the characters feet (root ?), and not the defined socket and doesnt inherit the rotation and position of the socket.

*Attaching blueprint to socket in first person template : it attaches to the characters feet(root ?), and not the defined socket and doesnt inherit the rotation and position of the socket .

in fact if you dont write anything in the " in socket name" in the "attach actor to component" node , the result are the same , it seems it doesnt recognizes the socket at all .

Here are the results in the 3rd person template :

*Attaching Staticmesh to socket in 3rd person template : it works fine and as expected.

*Attaching Skeletalmesh to socket in 3rd person template : it works fine and as expected

*Attaching blueprint to socket in 3rd person template : it works fine and as expected.

i have tested this with both default pawns and assets and my custom pawns and assets in both projects and the results were the same . So the question is , is it a bug ? since i want to attach my weapon blueprint to my character , and it just doesnt work in first person template .

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asked Nov 25 '14 at 03:55 AM in Bug Reports

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ShadowOf047
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I figured out why this is happening :

In the third person template , in the character blueprint , skeletal mesh is assigned to "native skeletal mesh component ", which can actually do the attaching events properly .

But in the first person template , " native skeletal mesh component" is empty . there is another "skeletal mesh component" ( not native ) , which is parented to camera , because it needs to inherit rotations of the camera . it is this way because you cant parent "native skeletal mesh component" to anything , nor rename or remove it .

to sum it up : Attach events doesnt work properly with "Skeletal mesh component " but they work fine with " Native skeletal mesh component " . and you cant solve this by parenting the " native skeletal mesh component " to the camera , since it cant be moved , renamed , deleted .well that seems like an issue to me anyway .

How to solve :move your skeletal mesh from "skeletal mesh component" to "native skeletal mesh component " then in graph of the character blueprint , add an "attach to" node and attach " native skeletal mesh" to camera when begin playing .

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answered Nov 25 '14 at 08:45 PM

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ShadowOf047
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avatar image BrettB Jan 16 '15 at 03:31 AM

I'm having this same problem and your solution is not fixing it. You say you can't parent "Native skeletal mesh component" to anything, yet you say "attach " native skeletal mesh" to camera when begin playing" Can you provide a screen shot?

I'm having my character walk over a trigger box, spawn a sword, and attach it to my mesh but the sword just stays put.

avatar image Trxnce Feb 15 '15 at 06:58 PM

I am having the same problem but do not understand the fix, I cannot find the native skeletal mesh anywhere and so I cannot follow your fix. Can you make a video or give a step by step tutorial clearer as this is really annoying me because my gun sits by my feet?

avatar image ShadowOf047 Oct 25 '15 at 04:48 PM

I'm working on a First person shooter , and here is how i attach my weapon < AK47 in this case > to my character when the game begins .

Note that my weapon is another blueprint class , and one instance of it exists on the level , so i search for it when game begins and save it's refrence then attach it to my character.

Also there is socket in my character named "Weapons".

alt text

attach.jpg (122.4 kB)
avatar image JHarper Oct 25 '15 at 09:30 AM

Any solution to this problem?

avatar image ShadowOf047 Oct 25 '15 at 04:48 PM

Go to your "character blueprint" there is an Skeletal mesh component there , < if you added more skeletal mesh component , all are deleteable except the original one > that's your native skeletal mesh component .< in the picture below you will see it highlighted >

avatar image goncasmage Apr 07 '16 at 01:21 PM

Can anyone tell me how to set a first person camera as parent of the inherited mesh? When i run the game i can aim upwards, but my character won't shoot upwards, only forward...

avatar image Steve Hardister ♦♦ STAFF Apr 08 '16 at 05:26 PM

Hi goncasmage,

Since this issue has already been resolved, please start a new AnswerHub post for your specific question so that others with the same question can find the answer -as opposed to the answer being buried in this thread under a different title.

In other words, this thread is titled, ""Attach Actor to Component " doesn't work properly in first person template."

Yours would be called something like, "How do you set a first person camera as the parent of an inherited mesh?" Be sure to describe in detail what you are ultimately trying to accomplish.

Thanks,

Steve H.

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