Spawn projectile on weapons from inventory

Hello

I trying to get my weapons to fire, but I have some problems with spawning projectile and Muzzleflash like in the tutorial…

I’m using a Inventory system based on The Solus Project dvd’s and want to add weapons and effects like in this tutorial:

But i’m stuck with the bottom part of this:

I’ve made a weapons variable in MyCharacter as static mesh, but it wont connect to “get socket location” and some other erros…

I guess it has something to do with the Solus inventory system that I’ve changed to this:

I’m all new with blueprint and don’t really know what I’m doing… So I could use some help getting this working together…

Thank you…

I tried do like in this tutorial:

I made my blueprint look like this:

And it works, but I wan’t to continue the first tutorial and add muzzleflash etc. but I’m not using the Muzzleflash socket now like in the tutorial.

I also need to figure out how to only make it fire only when a weapon is equipped .

I’ve made a small test video:

I would suggest you to add the firing function inside the weapon blueprint then trigger the firing function from the player. This will give you the option to customize every weapon.
I hope that is what you are looking for.
I am working on something similar and used this aproch.

Thanks for the reply…

Yes I would like able to customize each weapon with different effects, sounds etc…

My weapon blueprint, I guess that would be the my ItemToPickUp blueprint.

But I really don’t know how to communicate between blueprints… Got a other topic running, where I need to cast to another blueprint… I don’t understand it and can’t get it to work…

Could you provide a blueprint sample?

Hello
Sorry for been late. Didnt have time to prepare a good example to give you but I will post a link that can give you 3 ways of bp communication.
link text
This will give you a good start

Thanks for link…

It help me understand it a little better…

So I tried to follow your advice and copied the projectile BP into my ItemToPickUP blueprint…

Like in the simple method I created a variable that reference to mycharacter blueprint and then could from that drag out and get Mesh 1P…

But as you can see in screenshot “Get Control Rotation” give me error and my attempts to fix have failed…

Hmm. My guess your asking for rotation of the carachter (soulplayer) but inside the invevtory bp it ask self ( self = the inventory bp controlled rotation) which is wrong because inventory dont have controller. Try referance the player so you get location and rotation of player and spawn object from there.

I am sorry been busy today couldnt test it for you .
I will try to test tomorrow and send some screenshots

Good luck

I’ve been playing a little more around with it and got it to compile without errors inside my ItemToPickUp blueprint:

But it don’t work and when I debug nothing is firing inside weapon graph that I’ve made with the projectile script above…

I have the same problem today and spend couple hours on.you cant fire the weapon blueprint frome player only can fire from weapon bp or level bp.
So you need to put the weapon fire func inside the player bp.
And only take mesh and property of weapon fire rate damage … from weapon bp.

Okay after some more playing around, I got it to fire the projectile from the muzzleflash socket inside my Items blueprint:

But I have some problems, as you can see in the video here:

I also get lots for errors when I stop play?: