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spawn actor at world location based on socket being deformed by 2d aim offset

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    spawn actor at world location based on socket being deformed by 2d aim offset

    I'm trying to spawn an actor at a world location based on a socket (i've also tried an actor component world location and get similar results). The socket is being offset with a 2d aim offset in the animation blueprint. I'm trying to get the position on the client side for the other players to see (not controlling player). I'm setting a vector in the character blueprint so i can check "isLocallyControlled". I have the skeletal mesh of the weapon replicated (doesn't seem to make a difference). I've tried multiple nodes and node combinations for socket location and world transform. Some screenshots -
    img 1 is where the vector is created set
    img 2 is where i spawn the cube on the server
    img 3 is where the socket is on the weapon
    img 4 is where the test obeject is spawned in the world (at characters feet not on tip of weapon)

    any help greatly appreciated. thank you.

    #2
    I solved this by making a particle beam component on the gun and setting the target location to be trace hit position. this post helped me.

    https://answers.unrealengine.com/que...tside-the.html

    specifically the buzz sample project listed in this did pretty much exactly what i was trying to do but the screen shots helped as well.

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