Attaching a actor(player) to actor(tree)

So I found this tutorial “Unreal Engine 4 Complete Tutorials - Tutorial 4 - Create and Attach items or Weapons to Sockets - YouTube”, the problem is that I want to do the opposed and attach me actor that is the player, to a actor that is a tree. I am still unable to find a guide where this happens. A better way to think about this is when you want to get as the player inside a spaceship and sit there, how would you do this in Blueprints. I am also a noob still after all these years.

I can not continue building the game until I figure this out.

don’t have a clue on this one

if someone has something please post, i would like to know as well

sure something is out there as in UT the player get the gun attached to themselves.

Hey 1999,

Check out this vid, it’s about 3 minutes long and might give you some insight.

Link

After some thinking on the issue and some browsing YouTube, I have now returned to this post with “Quick Tutorial for Dynamic Gravity Actor Component - YouTube”. Dynamic gravity. This is a good way to connect the bat to the tree and move it along the branch.
I will check out your Ideas and if you do think your help is not wanted, you are wrong. Not yet seen your suggestions, there are plenty of placers I will need to use then like snake on cave wall and pup(Chiroptera) with its mother.

This is not what I want(It is ok that you put this here, please do not think I am telling you off.). Attaching an actor to a gun is something I have looked at and this is different because the gun is not a playable character and can be mounted, this is a player and needs to not be moving during attachment.
Some of this is contradictory.

i am able to guess you are making a zoo or jungle/ forest like scene, maybe use an AI? in blueprints example i have seen an butterfly which flies around a tree and sits on it its wings give a glow-like effect while sitting and then after some time it flies again and then soon sits back on tree too, it may not move while sittting on the tree or something you want.( i have not gone through it’s AI as i never thought i needed to but after seeing your question; you might be able to add this somewhere, maybe?) in example content , particles were moved along a spline ; you don’t need particle but louse’ particle a day made a emitter wich had a butterfly fluttering around, also a group of crows (or that’s what they seem like to me) fly in sky. he shows speed create tutorials of them, if you do not need a lot of interaction , that might be helpful.

To give it controls you can use inputs easily but moving along a route is the chalange
go through the links i gave and see which suits your needs, maybe combine them and tweak to make something way better? the dynamic gravity might come handy in this matter.

It has now been over 1 year since I have started building the game. I have named the game “The Last Bat”, it is a first person survival game(More like Minecraft hardcore.). This is the only reason I am using Unreal Engine 4 and I will most likely not be building any other games after that. The butterfly example douse show someone who is very good at using Unreal Engine 4. I looked at that game on Steam and they are different, In The Last Bat you are not in control, only of the difficulty, there are 70 species of playable Bats, everything is food or predators and the game is intended to see the world for a Chiroptera perspective, the only way a player can win is by the best score they can get when the game ends(by the players Bat dying from best known as natural coursers), even if the players Chiroptera douse die before the end the score still applies. The Bats will have very high interaction with the player, and the settings will be desert, rock areas tree hollows unspecified, forests, caves and more. If you want to know more, always ask.

I am going to be waiting for the Dynamic Gravity before continuing. The first post by ABM86 has mostly answered my question, I will be working with that for a few things. I will leave the question unanswered if anything douse go wrong. Thankyou all for your comments.

I have dynamic gravity and one of my setting are wrong. What do I need to do. You can see how I have setup my dynamic gravity and then it should attach to the object.

Found a fix. That should be turned off. Now I can not deactivate Dynamic Gravity.

What do I need to do to get my player controls working again, when I am flying?

This works when I go to start the game. But when I change back to Flying it douse nothing.

Hello. I’m the creator of Dynamic Gravity.
I really want to know how you control your character and if you want to keep controlling when is suffering Dynamic Gravity force.
In your screenshots you have a character mesh and to change the rotation of your mesh you need to change the CharacterMovement component (in C++).
There is a bug with a character blueprint to regain control (there is no problem with actor or pawn).

You can see that a movement component for that character, this is because I want the character to be controllable all the time. There are two main actions(Swimming is a minor one.) that that character will be doing, this will be controlled using the space bar. The first major one is Flying. This is where the character can be controlled by the player, location and rotation, gravity is off. When the character is approaching a tree the player will use space bar to change actions, if not they will fly past the branch and nothing will happen. The second action is walking. The using dynamic gravity(Not setup correctly in screen shot.) the character will be forced on to the tree then swing to the underneath of the tree, the player can then move around, climb on to a surface with a different angle and use the space bar to change back.