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Controlling two blueprints from a socketed mesh/weapon?

For a college project I am making a game slightly similar in mechanics to Super Pole Riders (video can be seen here). All we need for our game is that pole-vault system, and right now we're struggling to put 2 and 2 together as far as this is concerned.

After a couple weeks of scratching our heads and reading this forum we've managed to make an actual pole that points at wherever the right stick is pointing. This is a good start, but right now we have no idea how to make it so that a character is holding it and can run around whilst pointing it and using it to fling himself around the map.

I'm not confessing to be very experienced with this engine at all but I feel as though I'm missing something since this idea seems simple enough on paper.

alt text

Here is all the custom blueprints we have so far - in the comment you've got the rotation logic that points the stick toward the analogue stick, and above that is my attempt to try and get 2 pawns controlled by the one controller.

We're getting pretty desperate at this point - I'm more than willing to accept that I've done everything completely wrong thus far and start over if that is the case; and if a worthy solution presents itself.

I would ideally like to keep this within blueprints as I know not a patch of C, but if that is required then I am willing to give it a shot.

I've included the project file as I'm aware my description thus far isn't exactly comprehensive - it can be downloaded here.

I look forward to hearing back from anyone, it would be amazing if we could get past this rut we've been stuck in.

Thanks a lot in advance!

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asked Feb 24 '15 at 03:34 PM in Blueprint Scripting

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ApolloNaught
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