Attach to Compent node only runs after World Outliner selection

I have a first person character that needs to be able to wear a welding mask when the player equips it. The mask is a separate blueprint from the character, and has a skeletal mesh component that attaches itself to the player’s camera when created/equipped. The attached blueprint is used to do this(this is on the mask itself). It works just fine right up until the AttachToComponent node, which seems to be getting ignored. This causes the mask to just hang in space at it’s spawn point without moving, regardless of what the player does. The mask does appear as a child of the character in the Outliner though, so I guess the AttachToComponent node isn’t getting completely ignored…
Here’s the interesting bit; if I hit shift+F1 during game play, go and select the mask in the World Outliner, and select the game window again, the mask follows the camera like it’s supposed to.

I might just be doing something wrong, but I thought the change in behavior after selection in the Outliner was interesting…any ideas are welcomed.

232735-selection-in-outliner.png

Try giving it a socket. Add a socket to the “head” bone and use the name you give it in the attach node.

This is actually what we were doing at first, and it does kind of work. The problem is that the head dosn’t turn with the camera’s left-right rotation (mesh skinning wasn’t looking too good when the head rotated), so looking left or right results with you looking at the side of the inside of the mask. I guess I could change how the camera is attached to the character to get around the issue though…

AnswerHub is being strange. I can’t comment on another question because it says I’m not logged in when I clearly am. And my response here never got posted…

Try adding the socket to the root bone instead of the head. That should keep it at a fixed point relative to the actor and follow its rotation.