Ok I’m finally home and able to look at this again…
I’m not sure where exactly I’m supposed to change the collision properties though =/
I found a checkbox in “Details” under the static mesh for the sword… but unchecking gives me the same results.
I have also used the same pillar from the tutorial, causing the same effects as the sword mesh… So does that mean there’s something up with the collision on the character instead of the static meshes I’m trying to use as a “weapon”?
EDIT*
I also did a “Simulation” on my Level BP and got these errors…
*Info Play in editor start time for /Game/Maps/UEDPIE_0_Example_Map 0.935
*Error Accessed None ‘CallFunc_GetPlayerCharacter_ReturnValue’ from node Attach Actor to Component in blueprint Example_Map
Would this have something to do with it?
I also changed the option on the “Attach Actor to Component” in the Level BP to “Keep world position” and all the glitches in the above video are gone.
Save for the fact the sword is floating and swinging 20 feet away from my character
*EDIT 2
After playing around even more, I set the collision to “Use Complex as Simple” THEN unchecked the box and now I can see the animation, and no more crazy jumping around the screen…
But what ill effects does turning the collision off like this pose for me?
Thanks all