Weapon not attached correctly to Player - Using PlayerCharacter

Hey guys quick question; I just have character in my game who will have a selected number of weapon in his inventory to choose from, however, he starts off with the ‘default’ weapon ‘chainsaw’.

Now i have followed a tutorial on weapon set ups,

However, my mesh is a skeletal mesh (with animations), not just a static one.
I have set up the Actor with the chainsaw inside it (Mesh as the Native component)

I am currently working on the ‘Function’ used in the tutorials, however instead of ‘Set STATIC mesh’ its ‘Set SKELETAL Mesh’. Firstly, is this right? secondly, i have added the ‘begin play’ event, and its seems to be working fine with no errors, however, there is no mesh in the level while playing it.

Here is a screenshot of the Function, and the in game:

and here is the in game:

Please if you could help me with this, that would be great! Let me know if you need more information.

Quick diagnostic question: is your chainsaw a separate blueprint or is it a skeletal mesh within your player character?

If it’s a separate blueprint then you first need to use a “cast to chainsaw(or whatever it’s named)” node then get the skeletal mesh.

If it’s a skeletal mesh within the player blueprint then you should plug it right into the set skeletal mesh target.

Its a separate Blueprint. Its actually the blueprint that you can see there; Defaults > Components > Blueprints is the ‘Chainsaw’ Blueprint.

Ok then, you simply need to use a “Cast to Chainsaw” node before getting the skeletal mesh component.

sorry, its actually on the Character blueprint, my bad :S

Like a child actor?