Character position is off when trying to get position in blueprints

I’m new to this side of ue4. I know the interface well enough and the designing aspect. I’ve been following some tutorials on how to use and transition character animations. The ue4 doc worked pretty well to add prone, crouch and rifle stance. I then tried adding a rifle to the hands of the character as well as a sidearm to the thigh.

In the preview all looks well… but when I launch the game, the weapon doesn’t stay in the hands, it flies off and lands on the ground. It clearly thinks its still connected since it moves with the character until it glitches out.

There is an error but all I can figure from it, is that it cant find the character position properly hence the gun ends up on the ground at launch. Since the characters position is called and the gun should attach to the socket.

*Accessed None "CallFunc_GetPlayerCharacter_ReturnValue" from node....* 

I attached the parts I think are relevant. I’ve been trying to understand what the issue is for awhile and can’t seem to. Any help would be appreciated.

Thanks!

anyone???

issue was with the static mesh… had to disable:

  • simulate physics

  • Locked Axis

  • Lock Axis Translation

  • Lock Axis Rotation

  • No Collision under Collision Preset